Revenant, Variant (5e Class)

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Revenant[edit]

An athletic, unassuming human man walks out of a tavern owned by the gang that lords over a small village with an iron fist, soaked in blood- the village won't be aware they were freed from the gang's clutches until long after he left. A hooded drow escapes a manor completely unseen, the city's guard regiments becoming aware of the massacre of the entire noble guild far too late to catch him. Revenants are quick, deadly, and optionally discreet, leaving only bloodied corpses as evidence they were even there.

Creating a Revenant[edit]

Why do you end the lives the way you do? Are you a vigilante seeking justice in your own, grisly way? Are you a victim of a wrongdoing, seeking vengeance against a group that harmed you?

Quick Build

You can make a Revenant quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength. Choose any background that makes sense for your character, as revenants come from all walks of life. Third, choose any weapon that is discreet but still effective.

Class Features

As a Revenant you gain the following class features.

Hit Points

Hit Dice: 1d8 per Revenant level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Revenant level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple weapons and martial weapons that lack the heavy property
Tools: Thieves' tools
Saving Throws: Strength, Dexterity
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, Sleight of Hand, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Revenant

Level Proficiency
Bonus
Features Sneak Attack Martial maneuvers known Superiority dice
1st +2 Zone, Sneak Attack, Bogeyman 1d6 2 3d6
2nd +2 Cunning Action 2d6 2 3d6
3rd +2 Modus Operandi, Martial Maneuvers 2d6 2 3d6
4th +2 Ability Score Improvement, Additional Maneuver 2d6 3 3d6
5th +3 Extra Attack, Uncanny Dodge 3d6 3 3d6
6th +3 Zone Improvement 3d6 3 3d6
7th +3 Evasion 4d6 3 3d6
8th +3 Ability Score Improvement, Additional Maneuver 4d6 4 4d6
9th +4 Modus Operandi Feature 5d6 4 4d6
10th +4 Ability Score Improvement 5d6 4 4d8
11th +4 In and Out 6d6 4 4d8
12th +4 Ability Score Improvement, Additional Maneuver 7d6 5 4d8
13th +5 Modus Operandi Feature 7d6 5 4d8
14th +5 Blindsense 7d6 5 4d8
15th +5 Zone Improvement 8d6 5 4d8
16th +5 Ability Score Improvement, Additional Maneuver 8d6 6 5d8
17th +6 Modus Operandi Feature 9d6 6 5d8
18th +6 Elusive 9d6 6 5d8
19th +6 Ability Score Improvement, Additional Maneuver, Modus Operandi Feature 10d6 7 5d8
20th +6 Wake of Death 10d6 7 5d8

Zone[edit]

You get into the zone, focus and adrenaline making the fight go smoother for you. At 1st level, if an enemy misses you with an attack or you succeed on a saving throw, you add 1 to your AC and saving throws. The bonuses you can stack up this way is equal to your proficiency bonus, and last until you are either hit by an attack or fail a saving throw.

At 6th level, you add this bonus to your attack and damage rolls.

At 15th level, whenever you hit and deal damage to an enemy, you gain temporary hitpoints equal to your zone bonus. If the damage was halved or doubled due to resistances, vulnerabilities, or critical hits, the temporary hitpoints are halved or doubled accordingly.

Sneak Attack[edit]

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Revenant table.

Bogeyman[edit]

At 1st level, choose two of four following proficiencies: Acrobatics, Athletics, Intimidation, and Stealth. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, all four of these proficiencies gain this benefit.

Cunning Action[edit]

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Martial Maneuvers[edit]

At 3rd level, you gain 3 superiority dice, which are d6s (until 10th level, when they become d8s). They gain another superiority die at 8th and 16th level.

Saving throws for maneuvers with this class are calculated as follows:

Maneuver Save DC = 8 + Dexterity or Strength modifier + proficiency bonus

You get two maneuvers at 3rd level. You learn one additional maneuver at 4th, 8th, 12th, 16th, and 19th level. You count as a rogue when determining what maneuvers are available to you, and you can also pick maneuvers granted by your Modus Operandi.

All maneuvers listed can be found in one of the following areas: the battle master fighter subclass in the Player's Handbook, in the maneuver options in Tasha's Cauldron of Everything, or in the martial maneuvers variant rule page. If a maneuver is listed here that comes from the martial maneuvers variant rule page that has a class prerequisite, then it is nonetheless a maneuver you can take. A level prerequisite means you must have that many levels in the revenant class in order to take it.

Revenant Maneuvers[edit]
  • Ambush
  • Back Slice
  • Bait and Switch
  • Bonk
  • Dash Attack
  • Ending Blow
  • Escape Artist
  • Evasive Footwork
  • Feinting Attack
  • Perfect Dodge
  • Precision Attack
  • Quick Toss
  • Quick Coat
  • Reflex
  • Riposte
  • Roll
  • Side Step
  • Sudden Death
  • Trip Attack
  • Up Thrust


Modus Operandi[edit]

At 3rd level, you chose a Modus Operandi. Choose between Infiltrator and Operative, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th, 13th, 17th, and 19th levels.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 10th, 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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Uncanny Dodge[edit]

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

In and Out[edit]

At 11th level, You gain advantage on initiative rolls and attack rolls against creatures that haven't acted yet this combat.

Blindsense[edit]

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Elusive[edit]

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Wake of Death[edit]

If you drop an enemy below 0 hitpoints with an attack, you regain a use of your sneak attack damage this turn.

Infiltrator[edit]

You prefer things more clandestine, cleaner and civilized. Embodying the stealthier aspects of being a revenant, Infiltrators function closer to assassins, except they have far more than one target. May the gods have mercy should they kill your dog...

Shade

At 3rd level, you suffer no penalties for attacking with ranged weapons at close range.

Not a Trace

At 9th level, if you attack with a ranged weapon while hidden, the projectile will disappear if it misses, and seem to hit from a random direction before disappearing. You do not lose the hidden condition when you attack with a ranged weapon. Additionally, they draw no blood or otherwise leave no evidence other than dead bodies themselves.

Stay Put

At 13th level, you don't provoke reactions or attacks of opportunity from creatures you hit with ranged attacks on that turn. Additionally, creatures you hit with ranged attacks have their base movement speed lowered by a number of feet equal to your current zone bonus times five.

Wallbang

At 17th level, you gain 60 feet of truesight and no longer need line of sight to target creatures with ranged weapon attacks.

Headshot

At 19th level, critical hits you land with ranged weapons incapacitate their targets until the end of their turn.

Infiltrator Maneuvers[edit]
  • Block Missiles
  • Front-Back Attack
  • Helm Splitter
  • Triple Shot
  • Withdraw


Operator[edit]

No living witnesses is still no witnesses. You're like an explosion in the forest- you're there in the blink of an eye, everything you meet is destroyed, and nobody was around to hear it but your victims, or however the saying goes. One must wonder... do you like hurting other people?

Demon

At 3rd level, your bare hands become your primary weapon. Your unarmed strikes deal as much damage as a monk of your level, and they can benefit from sneak attack damage.

Red Handed

At 9th level, You no longer suffer any penalties to grapple creatures larger than you, and you may make an unarmed attack as a bonus action.

Dismember

At 13th level, if you are grappling with an opponent, unarmed attacks against them have their critical hit range lowered by your proficiency bonus minus one. Additionally, grappled creatures you critically hit roll a constitution saving throw against your maneuver save DC, and on a failure they lose a limb at random or at the discretion of the DM.

Shoulder Check

At 17th level, if you move and end your movement adjacent to a creature, you may make a single unarmed attack against it as a free action, dealing your superiority dice in extra damage for every 10 feet you moved.

Glory Kill

At 19th level, if you drop a creature to 0 hitpoints with an unarmed attack, it dies immediately. Additionally, if you have no superiority dice remaining when this happens, you regain one.

Operator Maneuvers[edit]
  • Adrenaline
  • Aikido Throw
  • Forceful Slam
  • Ricocheting Attack
  • Will


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Revenant class, you must meet these prerequisites: Dexterity 13

Proficiencies. When you multiclass into the Revenant class, you gain the following proficiencies: Dexterity 13

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