Class Features
Hit Points
Hit Dice: 1d10 per revenant level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per revenant level after 1st
Proficiencies
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Dexterity, Charisma
Skills: Choose 2 from Athletics, Acrobatics, History, Insight, Intimidation, Perception, Persuasion, Religion, and Survival.
Equipment
You start with the following items, plus anything provided by your background.
- (a) a greatsword or (b) a martial weapon and a shield
- (a) leather armor or (b) chain mail
- (a) a dungeoneer's pack or (b) an explorer's pack
- A blindfold
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Multiclassing
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one.
Ability Score Minimum: Strength 13, Charisma 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, medium armor
Weapons: simple weapons, martial weapons
Revenant
| Level | Prof. Bonus | Features |
|---|---|---|
| 1st | +2 | Legendary Stance |
| 2nd | +2 | Fighting Style |
| 3rd | +2 | — |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Extra Attack |
| 6th | +3 | Legendary Stance feature |
| 7th | +3 | — |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | — |
| 10th | +4 | Legendary Stance feature |
| 11th | +4 | Extra Attack (2) |
| 12th | +4 | Ability Score Improvement |
| 13th | +5 | — |
| 14th | +5 | Legendary Stance feature |
| 15th | +5 | — |
| 16th | +5 | Ability Score Improvement |
| 17th | +6 | — |
| 18th | +6 | Legendary Stance feature |
| 19th | +6 | Ability Score Improvement |
| 20th | +6 | Extra Attack (3) |
Legendary Stance
At 1st level, you have made a connection with the echoes of ancient, powerful spirits that wander the Astral Sea. Choose any two Legendary Stances from the list of stances. The stances you choose grant you features at 6th level and again at 10th, 14th, and 18th levels. You can have only one stance active at any time, and you can use a bonus action to swap between your active stances.
You can change your active stances when you finish a long rest. Changing your active stances requires time spent in meditation: at least 10 minutes for each stance that you change.
You use your Charisma modifier when setting a saving throw DC or making an attack roll that uses a stance feature.
Stance save DC = 8 + your proficiency bonus + your Charisma modifier
Stance attack modifier = your proficiency bonus + your Charisma modifier
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Legendary Stances
The powers clinging to the echoes of figures long gone manifest in stances that resemble the true form of their real selves once were back when they were still alive and whole. As a revenant, you have devoted yourself into learning all that you can glean from the echoes about these stances and and adapting them into your way of life to make them your own.
Assassin
You channel an echo of the Assassin, a notorious cold-hearted and blank-faced killer. Their echo has imparted to you the wisdom of striking before your enemy strikes you, and this makes you feared by anyone who dares to cross paths with you.
Aggressive Agility
You mark your opening moves with ferocity. You gain the following benefits on the first round of combat:
- Your movement speed is increased by 10 feet.
- You have advantage on Dexterity saving throws.
Notoriety
At 6th level, your reputation as an assassin starts to precede you. You gain advantage on Charisma (Intimidation) checks.
Phase Traversal
By 10th level, you can forego one of your attacks when you take the Attack action on your turn and teleport up to your remaining movement speed to an unoccupied space that you can see.
Riposting Shadows
At 14th level, you can use a reaction to teleport into the Astral Plane when you fail a saving throw against any effect that causes you to be incapacitated.
You return to the spaced you occupied at the start of your next turn. After returning from the Astral Plane in this manner, you gain advantage on the next attack roll that you make before the end of your turn.
Dance of Death
At 18th level, when you hit a creature with a melee weapon attack as part of the Attack action on your turn, you can force them to make a Wisdom saving throw. On a failed save, both you and the target have advantage on melee weapon attack rolls made against each other until either one of your hit points fall to 0, and you cannot make attack rolls against other creatures.
Once you use this feature, you can't use it again until you finish a long rest.
Centaur
Vital Blessing
You invoke a plea to the body to return to life. You can add your proficiency bonus to a Wisdom (Medicine) check that you make when you try to stabilize a downed creature. A creature stabilized in this manner regains consciousness after 1 hour with hit points equal to your Charisma modifier.
Words of Censure
At 6th level, you exert a presence that rebukes evil. Whenever you make a Charisma (Persuasion) check when interacting with evil-aligned creatures, your proficiency bonus is doubled if it applies to the check.
Protective Solace
Natural Harmony
Unyielding Devotion
Whenever the hit points of a creature within 30 feet of Ventari's tablet is reduced to 0, you can use a reaction to transfer the damage that they received to you. This damage cannot be reduced or prevented in any way. The creature regains hit points equal to your revenant level.
Once you use this feature, you can't use it again until you finish a long rest.