Revenant (5e Subclass)
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Revenant[edit]
Fighter Subclass
A victorious bandit chief's celebration is cut short as their opponent rises, seemingly from the dead. A cleric, out of spells, sees his fighter suffer deep wounds, only to continue standing. A woman, cornered by a horde of kobolds, refuses to stop swinging her greataxe as corpses pile up in front of her. Embodying the essence of the Revenant requires a state of single-mindedness. A Revenant's mind, body, and soul are fully devoted to continuing the fight. It may be in pursuit of self-preservation or to protect the ones they love but, for whatever reason, a Revenant’s whole being is resolute on continuing on beyond normal limits to protect whatever they hold dear.
Terrifying Vitality
When you choose this archetype at 3rd level, you gain the ability to expend a Hit Die as a bonus action and gain Temporary Hit Points equal to a roll of the Hit Die spent + your Constitution modifier. The Temporary Hit Points last for 1 minute.
This can be done a number of times equal to your fighter level per day. (As usual, Temporary Hit Points do not stack)
- After a Long Rest, regain an additional Hit Die (up to your Hit Die Maximum).
- This increases to 2 Hit Die at 5th level, 3 Hit Die at 10th, 4 Hit Die at 15th, and 5 Hit Die at 20th.
- This increases to 2 Hit Die at 5th level, 3 Hit Die at 10th, 4 Hit Die at 15th, and 5 Hit Die at 20th.
Subconscious Will
Also at 3rd level, you may use Hit Die while unconscious. May only be done during a Short or Long Rest.
Undying Fortitude
Starting at 7th level, once per shortrest whenever you are brought down to 0 or below Hit Points you can choose to remain conscious for up to 1 minute.
- In this state:
- You do not make death saving throws and damage does not cause you to fail death saving throws.
- Standing up after being knocked prone against your will does not take any movement.
- Going 1 round without making a melee attack makes you lose consciousness.
- You do not make death saving throws and damage does not cause you to fail death saving throws.
Additionally your Hit Points can now go below 0.
- Having negative Hit Points equal to half your Hit Point maximum makes you lose consciousness.
- Any negative Hit Points are retained and you cannot regain consciousness unless you have at least 1 Hit Point.
- Taking a Long Rest while below 1 Hit Point now regains Hit Die. These can be used during the Long Rest.
- Cannot Rage while below 1 Hit Point.
- Having negative Hit Points equal to your Hit Point maximum kills you instantly.
Grave Strength
At 10th level whenever you are below 1 Hit Point, your melee attacks deal additional damage equal to your Strength or Dexterity modifier (your choice).
Additionally, whenever you are below 1 Hit Point, you may expend up to 2 Hit Die when using Terrifying Vitality, increasing the Temporary Hit Points gained by the Hit Die expended + your Constitution modifier.
- This may be done twice per day, increasing to three times per day at 17th level.
Will Unending
Starting at 15th level, Undying Fortitude lasts for 10 minutes. You no longer lose consciousness while using Undying Fortitude unless you choose to.
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