Revenant (5e Class)

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Revenant[edit]

Clad in ebony armor, a goliath raises his greatsword skywards. Closing his eyes, the blade is wreathed in eerie blue flame and he brings it down on a charging minotaur.

A human ties a blindfold around her head and kneels under a tree. She meditates in silence, whispering to the long-gone. She pauses for a moment before standing back up, disappearing in the shadows only to reappear behind a patrol of unsuspecting bandits.

A sylvari invokes the name of fallen angels. A shaft of radiance manifests as he pulls back his bowstring. Blessed by seraphs, the holy arrow finds its mark in the heart of a vampire.

Powerful spirits wander the land of the passed. Some call it the Spirit Realm, the Mists, or the Great Beyond. A dedicated few have learned to tap into the supernatural energy of these souls, and these mediums can invoke this power in the heat of battle to great effect. These spirit warriors are the Revenants who can, in a way, return the power of the fallen to the world of the Living.

To channel the Spirit Realm, a Revenant requires some sort of focus, called a Medium Focus. The most common of such focuses are blindfolds, so they may dull their earthly senses and more effectively connect to the spirits.

Creating a Revenant[edit]

When creating a Revenant, what type of spirit or other worldly being have you made contact with? Was a kind spirit wanting to help others? A battle hardened warrior of old that took part in many a fight? A crafty spirit that strikes when the moment is right from the Mists? Look at the revenant as a type of paladin that wants to be in the middle of battle, either helping allies or getting in for as much damage as they can. How do you chose to handle that if you do at all? Depending on what path you choose to follow will lead to very different playstyles with a built in survivability most classes do not have. The revenant lets one highly customize how they want to go into battle.

Quick Build

To make a Revenant focus on Strength first and then wisdom to improve your damage and utility. Constitution should be your third highest ability to prioritize since you'll be in the middle of the fight. Select athletics and perception as skills to help at the start of combat and when exploring, and choose the hermit background for flavor, though depending on what spirit guides you another may be a better fit.


Class Features

As a Revenant you gain the following class features.

Hit Points

Hit Dice: 1d10 per Revenant level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Revenant level after 1st

Proficiencies

Armor: All Armor, shields
Weapons: Simple weapons, martial weapons
Tools: none
Saving Throws: Strength, Wisdom
Skills: Choose four from the following: Athletics, Insight, Intimidation, Investigation, Perception, Persuasion, Religion and History

Equipment

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

  • (a) A martial weapon and a shield or (b) Two martial Weapons
  • (a) A simple melee weapon or (b) A shortbow and 20 arrows
  • (a) Adventurer's Pack or (b) Explorer's Pack
  • Chain Mail and a Medium Focus

Table: The Revenant

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Ethereal Sight, Spiritual Vigor
2nd +2 Fighting Style, Spellcasting, Spiritual Resistance 2
3rd +2 Legendary Stance 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Retribution 4 2
7th +3 Stance Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Improved Spiritual Vigor, Invoke Courage 4 3 2
11th +4 Purity of Spirit, Invoke Vengeance 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Improved Ethereal Sight, Invoke Fortitude 4 3 3 1
15th +5 Stance Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Invoke Fortitude Improvement 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Stance Feature 4 3 3 3 2

Ethereal Sight[edit]

At 1st level, you can see into the Ethereal Plane, up to a distance of 30 feet.

Spiritual Vigor[edit]

Your attunement to the Spirit Realm straddles you on the line of life and death. When you would make a death saving throw, you can instead return to consciousness, bringing you to your feet (if you so choose), and regain a number of hit points equal to your Revenant level + your Wisdom modifier. Once you use this feature, you can’t use it again until you finish a long rest.

Fighting Style[edit]

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
•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. The weapon must have the two-handed or versatile property for you to gain this benefit.
•Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
•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.

Spellcasting[edit]

By 2nd level, you have learned to draw on the supernatural magic of powerful spirits by channeling their souls through the Ethereal Plane, and through your exposure to the Spirit Realm.

Spell Slots: The Revenant table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Revenant spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Preparing and casting Spells: The Revenant table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Revenant spells that are available for you to cast, choosing from the Revenant spell list. When you do so, choose a number of Revenant spells equal to your Wisdom modifier + half your Revenant level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 6th-level Revenant, you have four 1st-level and two 2nd-level spell slots. With an Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell bane, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Revenant spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability: Wisdom is your spellcasting ability for your Revenant spells, since the power of your magic relies on your focused connection to the Spirit Realm. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Revenant spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus

You can use an arcane focus (found in chapter 5) as a spellcasting focus for your Revenant spells.

Spiritual Resistance[edit]

At 2nd level, your attunement to the Spirit Realm grants you resistance to necrotic damage.

Legendary Stance[edit]

At 3rd level, you can channel the energy of a very powerful entity in the Spirit Realm. Such spirits are usually those of the departed. When channeling the essence of such souls, their power flows through you, and you can adopt their stance in action. You can access the power of many Legendary Souls, such as the Dragon, Fiend, Shadow, Angel, Fey, and Dreadnaught stances. When choosing a stance, it will grant you features at the 3rd level, and again at the 7th, 15th, and 20th levels. Those features include stance spells. The stances are detailed at the end of the class description.

Stance Spells

Each stance has a list of associated spells. You gain access to these spells at the levels specified in the stance description. Once you gain access to an stance spell, you always have it prepared. Stance spells don’t count against the number of spells you can prepare each day. If you gain an stance spell that doesn’t appear on the Revenant spell list, the spell is nonetheless a Revenant spell for you.

Ability Score Improvement[edit]

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.

Extra Attack[edit]

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

Retribution[edit]

When you reach 6th level, you gain the ability to spitefully rebuke somebody who cuts you down. If an attacker you can see within 60 feet reduces you to 0 hit points, you can immediately force them to make a Wisdom saving throw. On a failure, the attacker receives necrotic damage equal to half the damage dealt to you + half your revenant level (rounded down). On a success they instead take no damage. Once you use this feature, you can’t use it again until you finish a short or long rest.

Improved Spiritual Vigor[edit]

At 10th level, your attunement to the Spirit Realm strengthens further. You now regain use of the Spiritual Vigor feature after a short or long rest. When using Spiritual Vigor, allies within 20 feet gain temporary hit points equal to half of the hit points you regain (rounded down).

Invoke Courage[edit]

At 10th level, you cannot be frightened while you are conscious.

Invoke Vengeance[edit]

At 11th level, you deal additional damage on an attack you make equal to your Wisdom modifier. The additional damage is of the same type from your weapon's type.

Purity of Spirit[edit]

At 11th level, your own soul has become more resilient. You have become immune to disease and poison.

Improved Ethereal Sight[edit]

At 14th level, you can see into the Ethereal Plane to a distance of 60 feet.

Invoke Fortitude[edit]

At 14th level, you can bolster your resolve with spiritual energy. When you take damage, you can use your reaction and reduce the damage by 1d10 + half your Revenant level (rounded down). You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses when you finish a long rest.

At 18th level, you regain your uses of this feature after completing a short or a long rest.

Legendary Stances[edit]

Dragon[edit]

You channel the spirit of a mighty fallen dragon, who lends their power to you from the Great Beyond.


Dragon Stance Spells *these spells are found in the Elemental Evil handbook found on WOC's website.

Revenant Level Spells
3rd chromatic orb, absorb elements*
5th detect thoughts, hold person
9th lightning bolt, elemental weapon
13th elemental bane*, polymorph
17th cone of cold, immolation*

Channel Dragon
At 3rd level, you can speak, read, and understand Draconic. You know the thaumaturgy cantrip, and it is a Revenant spell for you.

Invigorating Aura
At 3rd level, the power the flows through your soul invigorates you, and its energy emanates from you. You and friendly creatures within 10 feet of you gain 10 feet to their walking speed if they start their turn inside the aura.

Dragon's Aura
At 7th level, you gain the dragon's resistance. Whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Improved Auras
At 15th level, the ranges of your Invigorating and Dragon's Auras are extended to 30 feet. You and friendly creatures within the auras' range add 1d6 force damage to their weapon attacks while you are conscious.

Ascended Dragon
At 20th level, you gain a breath attack that affects creatures in a 20 foot cone. Affected creatures must make a dexterity saving throw against your Revenant spell save DC. On a failed saving throw, creatures take 6d10 (+ Your Wisdom modifier) force damage. Creatures take half damage on a successful saving throw. You must complete a long rest before using this feature again.

You can also cast the spell primordial ward* as a Revenant spell, without using a spell slot at the 6th level. You must complete a long rest before casting this spell in this way again.

Fiend[edit]

You channel the spirit of a demon or devil who have either fallen long ago, or stalk the misty realm of the dead to prey on weaker souls.
Fiend Stance Spells

Revenant Level Spells
3rd hellish rebuke, armor of agathys
5th enthrall, flame blade
9th fear, bestow curse
13th fire shield, dominate beast
17th hallow, dominate person

Channel Fiend
At 3rd level, you can speak, read, and understand Abyssal or Infernal (your choice). You know the thaumaturgy cantrip, and it is a Revenant spell for you.

Incite Terror
At 3rd level, you gain the ability to channel the spirit of the fiend in terrifying ways. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your revenant spell save DC. The creatures that fail their saving throws are all frightened by you until the end of your next turn. You can use this feature a number of times equal to your wisdom modifier (min. 1), you regain all uses after a long rest.

Torment
At 7th level, you rend the mind of those who you instill fear. When a creature fails the saving throw they take due to your Retribution feature, they also become frightened for 1 minute (if they are not reduced to 0 HP).
A frightened creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

In addition, any creature you frighten with a Revenant spell or feature takes psychic damage equal to your wisdom modifier, at the start of its turn as long as it remains so.

Hurl Through Hell
At 15th level, when you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can’t use it again until you finish a long rest.

Ascended Fiend
At 20th level, you can assume the form of a powerful fiendish avatar, taking on an appearance you choose. For example, your teeth may become a maw of fearsome fangs, your skin can take dark or infernal hues, you could grow a strong barbed tail and you could sprout horns that protrude from your skull.
Using your action, you undergo a transformation.
For 1 minute, you gain the following benefits:
• At the start of each of your turns, you regain 10 hit points.
• Whenever you cast a revenant spell that has a casting time of 1 action, you can cast it using a bonus action instead.
• Wings sprout from your back and grant you a flying speed of 60 feet.

Once you use this feature, you can’t use it again until you finish a long rest.

You can also cast the spell harm as a Revenant spell, without using a spell slot, at the 6th level. You must complete a long rest before casting this spell in this way again.

Shadow[edit]

You channel the spirit of one who walked the shaded reaches of the Spirit Realm. Touched or taken by the Shadowfell, or had taken to the shadows during their previous life, these spirits seek again to walk the Material Plane- albeit vicariously.


Shadow Stance Spells

Revenant Level Spells
3rd hunter's mark, disguise self
5th silence, blur
9th blink, nondetection
13th greater invisibility, freedom of movement
17th passwall, seeming

Channel Shadow
At 3rd level, you gain proficiency in the Stealth skill. You know the minor illusion cantrip, and it is a Revenant spell for you.

Eyes of the Shadowfell
At 3rd level, you gain the ability to see through the darkest parts of the Ethereal Plane. You have darkvision with a range of 60 feet. If you already possess darkvision, your darkvision's range increases by 60 feet. You can see through the effects of magical darkness.

One With Darkness
At the 7th level, your spirit taps into negative energy with ease. You can now take the Hide and Dodge action as a Bonus action while in dim light or darkness.

Shadow Walker
At 15th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action, you can teleport up to 120 feet to an unoccupied space you can see that is also in dim light or darkness.

Ascended Shadow
At 20th level, as an action, you can emanate an aura of shadow. For 1 minute, sheer darkness emanates from you in a 30-foot radius, and dim light emanates 30 feet beyond that. Whenever an enemy creature starts its turn in the darkness, the creature takes 10 necrotic damage. This aura extinguishes bright light- magical or otherwise. Once you use this feature, you can’t use it again until you finish a long rest.

You can also cast the spell eyebite as a Revenant spell, without using a spell slot at the 6th level. You must complete a long rest before casting this spell in this way again.

Angel[edit]

You channel the spirit of a mighty angel or other celestial who have either fallen from grace or fallen in the cosmic battle of good and evil. Their light shines through you from within the veil.


Angel Stance Spells

Revenant Level Spells
3rd guiding bolt, bless
5th flame strike, prayer of healing
9th blinding smite, revivify
13th guardian of faith, aura of purity
17th circle of power, mass cure wounds

Channel Angel
At 3rd level, you can speak, read, and understand Celestial. You know the light cantrip, and it is a Revenant spell for you.

Radiant Spirit
At 3rd level, you gain resistance to radiant damage. When you cast a spell that deals radiant or fire damage, you can add your Wisdom modifier to the damage of the spell.

Divine Light
At the 7th level, you channel the light that emanates from the spirit. You can cast the spell daylight without a spell slot, and it is a Revenant spell for you. Casting this spell using this feature grants you and friendly creatures within the spell's radius Temporary HP equal to your revenant level + your Wisdom modifier.
You cannot use this feature again until you take a long rest.

Lay on Hands
At 15th level, you have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your revenant level x 4.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Ascended Angel
At 20th level, you can transform yourself into an avatar of divine light as a bonus action. In this form, you have resistance to all damage except force damage, and you can move through other creatures and objects as if they were difficult terrain. You take 5 force damage if you end your turn inside an object. You shed bright light 30 feet, and dim light another 30 feet beyond that. You also gain a flying speed equal to your walking speed in this form. You remain in this form for 1 minute.
Once you use this feature, you can’t use it again until you finish a long rest.

You can also cast the spell sunbeam as a Revenant spell, without using a spell slot at the 6th level. You must complete a long rest before casting this spell in this way again.

Fey[edit]

You channel the spirit of a potent fey entity so ancient and long-gone, that its existence has faded from but the most aged memories. Channel its essence to charm your foes and defend the natural balance.


Fey Stance Spells

Revenant Level Spells
3rd charm person, sleep
5th calm emotions, mirror image
9th conjure animals, plant growth
13th dominate beast, compulsion
17th geas, dominate person

Channel Fey
At 3rd level, you can speak, read, and understand Sylvan. You know the druidcraft cantrip, and it is a Revenant spell for you.

Fey's Resistance
At 3rd level, you gain advantage on saving throws against charm effects.

Charm Animals
At the 7th level, invoke the spirit you channel. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You cannot use this feature again until you finish a short or long rest.

Trickster's Revelry
At 15th level, you can cast revenant spells with a casting time of one action as a bonus action. You can do this a number of times equal to your Wisdom modifier. You regain all uses of this feature after finishing a long rest.

Ascended Fey
At 20th level, you and friendly creatures within 10 ft of you gain resistance to damage against spells. You do not physically age.

You can also cast the spell Conjure Fey as a Revenant spell, without using a spell slot at the 6th level. You must complete a long rest before casting this spell in this way again.

Dreadnaught[edit]

You channel the spirit of a fearless warrior who had fallen in battle. Their determination persists beyond death, and it is this determination that flows through you in combat.


Dreadnaught Stance Spells

Revenant Level Spells
3rd searing smite, heroism
5th aid, enhance ability
9th beacon of hope, haste
13th staggering smite, guardian of faith
17th circle of power, banishing smite

Channel Dreadnaught
At 3rd level, you gain proficiency in Strength saving throws. You know the blade ward cantrip, and it is a Revenant spell.

Warrior's Tenacity
At 3rd level, while wearing medium or heavy armor, your Initiative modifier is increased by your Wisdom modifier.

Spiritual Training
At the 7th level, you have learned much from your channeled spirit, mimicking their style in combat. You can choose one additional fighting style, including the following:
• Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
• Two Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Bastion
At 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.

Ascended Dreadnaught
At 20th level, you can channel the warrior's spirit to even greater effect to enter a fearless state of zeal in combat. You may enter this state as a bonus action, and the following effects last for 1 minute.
• You are immune to nonmagical weapon damage.
• You may add your Wisdom modifier to any weapon attack and damage roll you make (doesn't stack with your Invoke Vengeance feature).
• Your walking speed increases by 15 feet.
You must complete a long rest to use this feature again.

You can also cast the spell Globe of Invulnerability as a Revenant spell, without using a spell slot at the 6th level. You must complete a long rest before casting this spell in this way again.

Revenant Spell List[edit]

1st Level
  • Bane
  • False Life
  • Detect Magic
  • Hex
  • Protection from Evil and Good
  • Unseen Servant
  • Mage Armor
  • Comprehend Languages
  • Cure Wounds
  • Command
  • Detect Poison and Disease
  • Healing Word
  • Find Familiar
  • Identify
  • Featherfall
2nd Level
  • Augury
  • Spiritual Weapon
  • Magic Weapon
  • Locate Object
  • Protection from Poison
  • Hold Person
  • Lesser Restoration
  • Pass Without Trace
  • See Invisibility
  • Invisibility
  • Misty Step
  • Darkvision
  • Darkness
  • Detect Thoughts
  • Gentle Repose

3rd Level

  • Spirit Guardians
  • Speak With Dead
  • Dispel Magic
  • Nondetection
  • Fear
  • Bestow Curse
  • Remove Curse
  • Clairvoyance
  • Feign Death
  • Magic Circle

4th Level

  • Greater Invisibility
  • Phantasmal Killer
  • Mordenkainen's Faithful Hound
  • Locate Creature
  • Dimension Door
  • Banishment
  • Death Ward
  • Divination

5th Level

  • Hallow
  • Reincarnate
  • Scrying
  • Legend Lore
  • Commune
  • Dispel Evil and Good
  • Contact Other Plane
  • Hold Monster
  • Planar Binding

Multiclassing[edit]

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

Proficiencies. When you multiclass into the Revenant class, you gain the following proficiencies: Light Armor, Medium Armor, Shields, and Simple Weapons

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