Revenant (3.5e Class)

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Revenant[edit]

Making an Revenant[edit]

Abilities: Constitution and Strength are important for a melee-focused Revenant, while Intelligence and Wisdom are important for a spellcasting Revenant. Charisma can also be important for a Revenant who wants to excel in social interactions.

Races: Would work well with any race.

Alignment: Any

Starting Age: "Any Age" As they are Immortal in a sense they can become adventurers at any age

Table: Revenant

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells
Fort Ref Will
1st +0 +2 +0 +2 Revenant Respawn, Undead Traits 1st: 1+1 2nd: - 3rd: - 4th: -
2nd +1 +3 +0 +3 Bonus Feat 1st: 2+1 2nd: - 3rd: - 4th: -
3rd +2 +3 +1 +3 1st: 3+1 2nd: - 3rd: - 4th: -
4th +3 +3 +1 +3 Bonus Feat 1st: 3+1 2nd: 1+1 3rd: - 4th: -
5th +3 +4 +1 +4 1st: 4+1 2nd: 2+1 3rd: - 4th: -
6th +4 +5 +2 +5 Bonus Feat, Negative Energy Affinity 1st: 4+1 2nd: 3+1 3rd: - 4th: -
7th +5 +5 +2 +5 1st: 4+1 2nd: 4+1 3rd: - 4th: -
8th +6/+1 +6 +2 +6 Bonus feat 1st: 4+1 2nd: 4+1 3rd: 1+1 4th: -
9th +6/+1 +6 +3 +6 1st: 4+1 2nd: 4+1 3rd: 2+1 4th: -
10th +7/+2 +7 +3 +7 Bonus Feat 1st: 4+1 2nd: 4+1 3rd: 3+1 4th: -
11th +8/+3 +7 +3 +7 1st: 5+1 2nd: 4+1 3rd: 3+1 4th: 1+1
12th +9/+4 +8 +4 +8 Bonus Feat 1st: 5+1 2nd: 4+1 3rd: 3+1 4th: 2+1
13th +9/+4 +8 +4 +8 1st: 5+1 2nd: 4+1 3rd: 3+1 4th: 3+1
14th +10/+5 +9 +4 +9 Bonus Feat 1st: 5+1 2nd: 4+1 3rd: 3+1 4th: 3+1
15th +11/+6/+1 +9 +5 +9 1st: 5+1 2nd: 4+1 3rd: 3+1 4th: 4+1
16th +12/+7/+2 +10 +5 +10 Bonus Feat 1st: 5+1 2nd: 4+1 3rd: 3+1 4th: 4+1
17th +12/+7/+2 +10 +5 +10 1st: 5+1 2nd: 4+1 3rd: 4+1 4th: 4+1
18th +13/+8/+3 +11 +6 +11 Bonus Feat 1st: 5+1 2nd: 4+1 3rd: 4+1 4th: 4+1
19th +14/+9/+4 +11 +6 +11 1st: 5+1 2nd: 4+1 3rd: 4+1 4th: 4+1
20th +15/+10/+5 +12 +6 +12 Revenant Perfection, Bonus Feat 1st: 5+1 2nd: 4+1 3rd: 4+1 4th: 4+1

Class Skills (4 + Int modifier per level, ×4 at 1st level)
The Revenant's class skills (and the key ability for each skill) are: Bluff (Cha), Intimidate (Cha), Knowledge (religion) (Int), Sense Motive (Wis), Stealth (Dex)

Class Features[edit]

All of the following are class features of the Revenant.

Weapon and Armor Proficiency:.A Revenant is proficient with all simple weapons, as well as light armor and shields (but not tower shields).

Spells: A Revenant casts divine spells drawn from the cleric spell list. They must choose their spells from the same domain as their patron deity. To prepare or cast a spell, a Revenant must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Revenant's spell is 10 + the spell level + the Revenant's Wisdom modifier.

Like other spellcasters, a Revenant can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on Table 1: The Revenant. In addition, they receive bonus spells for a high Wisdom score (see Table 1: The Revenant). They also have access to one domain spell slot per spell level (see Table 2: Domain Spells).

A Revenant's spells are subject to arcane spell failure chance if the spell in question has a somatic component and the Revenant is wearing armor. This chance is reduced by 5% for every four levels the Revenant has attained, to a minimum of 0% at 20th level.

Revenant Respawn (Ex): When a Revenant dies, their soul is summoned to the underworld. If they succeed in a trial of worthiness, they return to life as a new character of a lower level. The new character retains all of the stats, feats, and skills of their previous character, but they start back at a lower level. The level at which they return to life is determined by the DM, based on the difficulty of the trial.

Undead Traits (Ex): A Revenant is immune to mind-affecting effects, poison, sleep, paralysis, stunning, disease, and death effects. They do not need to breathe, eat, or sleep, but they still need to rest for 8 hours to regain spells and abilities.

Negative Energy Affinity: A Revenant is healed by negative energy and harmed by positive energy.

Revenant Perfection: Revenant Perfection is a capstone ability that the Revenant gains at 20th level. When the Revenant is killed, it can now return to life after 1d10 rounds, instead of immediately, and at full strength as if it had never died. Additionally, the Revenant gains immunity to all energy drain and negative levels, and gains fast healing 10. This ability can only be used once per week.


Example Trial for Respawning[edit]

The Revenant finds themselves in a dark and foreboding cavern, filled with twisted and gnarled roots that stretch out like grasping fingers. As they venture deeper into the cavern, they come across a narrow and treacherous path that winds its way along the edge of a deep chasm. The path is slick and narrow, and missteps could send the Revenant plummeting to their death.

As they make their way along the path, the Revenant begins to feel a malevolent presence watching them. They catch glimpses of shadowy figures moving just beyond their line of sight, and the air grows colder and more oppressive with each step.

At the end of the path, the Revenant encounters a powerful undead creature, perhaps a lich or a powerful vampire. The creature taunts the Revenant, daring them to face it in combat. But the Revenant knows that defeating the creature in battle is not enough to pass this trial.

Instead, the Revenant must prove their worth by overcoming the fear and despair that the creature seeks to instill. They must draw upon their inner reserves of strength and resilience to stand firm in the face of the creature's attacks, and to strike back with a determination that will not be broken.

If the Revenant can hold their ground and emerge victorious, they will have passed the trial and proven themselves worthy of the title of Revenant.


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