Revenant

by Wulfrics

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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)
CLASS FEATURES | REVENANT

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.

REVENANT | CLASS FEATURES

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.

 

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