Vein Revenant, Variant (5e Class)

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Vein Revenant[edit]

Introduction[edit]

Revenants. Creatures revived from dead soldiers and citizens to fight the scourge of the Lost, after the collapse of society and the Queen herself losing control. Vein Revenants are trained as a highly efficient and powerful soldiers, equipped to fight creatures that can wipe out entire city blocks in minutes. As a Vein Revenant, you have access to a wide variety of abilities and powers depending on both your Blood-Code, and what piece of the Queen you inherit. Despite being Vampires, Revenants are quite different, as they are only evil if they so chose that path. Also, while they need blood to survive, they do not need to kill to obtain it. Revenants are often perfectly civilized, and can sometimes be indistinguishable from living beings of whatever race they originally hailed from. One of the major downsides to becoming a Revenant however, is that most often lose their memories. While some are able to retain a few shreds of memory, mostly close relationships and personal values, a great deal of a Revenants time among the living is forgotten.

Creating a Vein Revenant[edit]

Code Vein Revenant.jpg

Quick Build

You can make a Vein Revenant quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier background.

You are still very much alive, but your body was revived from death. For the purposes of spells such as Detect Undead and similar effects, you count as Undead. However, for abilities such as Divine Smite and other similar effects, you do not. Anything that would greatly hinder you for being undead, you do not count.

Class Features

As a Vein Revenant you gain the following class features.

Hit Points

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

Proficiencies

Armor: All Armor
Weapons: All Weapons
Tools: Choose 1: Tinker Tools, Weaver Tools, Jeweler's Kit
Saving Throws: Strength and Constitution
Skills: Choose 3: Acrobatics, Athletics, Intimidation, Medicine, Nature, Perception, Stealth, and Survival.

Ability Save DC = 8 + your proficiency bonus + your Constitution modifier

Equipment

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

  • Hide Armor or Leather Armor
  • 1 Martial Weapon
  • 1 Pistol, Rifle, or Shotgun
  • Explorer's Pack or Dungeoneer's Pack
  • A fully functioning Gas Mask
  • If you are using starting wealth, you have 2d6 x 10 GP in funds.

Table: The Vein Revenant

Level Proficiency
Bonus
Features Ichor Points Vampiric Regeneration Critical Back-Stab
1st +2 Vampire DNA 0 0 0
2nd +2 Vampiric Regeneration, Gift of Life 0 1d4 0
3rd +2 Successor, Blood Code Magic 5 1d4 0
4th +2 Ability Score Improvement 6 1d4 0
5th +3 Extra Attack 7 1d4 0
6th +3 Ogre Claw, Critical Back-Stab 8 1d6 2d6
7th +3 Successor Ability, Revenant Reflexes 9 1d6 2d6
8th +3 Ability Score Improvement 10 1d6 2d6
9th +4 Drain Weapon, Evasion 11 1d6 3d6
10th +4 Stinger Tail 12 1d6 3d6
11th +4 Vestige Reading 13 1d6 3d6
12th +4 Ability Score Improvement 14 1d8 4d6
13th +5 Blood Sense, Hound Strike 15 1d8 4d6
14th +5 Ivy Blades 16 1d8 4d6
15th +5 Successor Ability 17 1d8 5d6
16th +5 Ability Score Improvement 18 1d8 5d6
17th +6 Disperse 19 1d12 5d6
18th +6 Successor Ability 20 1d12 6d6
19th +6 Ability Score Improvement 21 1d12 6d6
20th +6 The Divine 22 1d12 6d6

Vampire DNA[edit]

At 1st level, you gain the following features:

Revenant Strength

Aside from professional combat training, Revenants are practically born as super-soldiers. As such, their physical strength is far beyond that of a normal person. You are able to use 2-Handed weapons proficiently with 1 hand and with no penalties.

Undead Endurance

Revenants are bred for combat and survival. You only need 4 hours for a long rest.

Bloodthirsty

Unlike normal vampires who need blood to live, Revenants need blood to avoid becoming Lost. You only need blood every 3-4 days to sustain yourself, and you heal 1d10 per unit of blood. The size of one unit is up the DM.

A Fate Worse than Death

You learn to speak, read, and write Infernal. A Revenant's power comes from their heart, if your heart is destroyed your body will disintegrate and be gone forever. In addition, you do not die when reaching 6 exhaustion points. Instead, you give-in to the Miasma hunger. When this happens, you lose all control. Your body mutates in to a huge, lumbering creature that attacks everything in sight. Forever thirsty for blood. You are considered dead and cannot come back from this mutation except by a Wish.

Vampiric Regeneration[edit]

At 2nd level, you learn to combine your re-animated abilities with the magical nature of your Blood Code. You can regenerate yourself a limited number of times as a bonus action. 3 uses at 1st Lvl, and increasing by 1 at 4th, 8th, 12th, 16th, and 20th Lvl. You heal as much as shown on the Vampiric Regeneration Chart plus your proficiency bonus. You cannot regenerate above your max HP. You regain all uses at the end of a long rest.

Gift of Life[edit]

At 2nd level, you gain the ability to transfer some of your own life-force to your allies. As an action, you can give 1 ally you can see within 120ft half of your current HP rounded up (minimum of 1), but you lose that much. This ability cannot heal allies above their max HP.

Successor[edit]

At 3rd level, you choose a piece of the Queen to inherit. You may choose from any of the Successors listed below the main class.

Blood Code Magic[edit]

Revenants cannot use normal magic. Instead, Revenants draw upon their Blood Code and Ichor Points to use special powers. All expended Ichor Points are regained after a short rest. Additionally, you regain 1 Ichor Point each time you gain health from drinking blood.

Ability Score Increase[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. Unless, your ability score maximum is increased above 20.

Extra Attack[edit]

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

Ogre Claw[edit]

At 6th level, you unlock one of your primary offensive abilities as a Revenant. You can use your blood to manifest a large, bladed claw and strike enemies within 5ft of you for 2d6 slashing damage. This counts as a melee weapon attack that you are proficient with. Landing a successful hit on a living enemy with blood in their body, restores 1 Ichor Point. When using this attack, you can use 1 Ichor Point to lunge an extra 5ft.

Critical Back-Stab[edit]

At 6th level, you learn strike an enemies vitals from the back. This ability can only be used once per turn, you and another enemy of the target creature must be within 5ft of it, and you need to be directly behind it. On a successful Ogre Claw attack roll, you plunge your claw into the enemy, dealing the standard 2d6, plus additional damage according to the Critical Back-Stab Chart. This also drains 5 Ichor Points from living creatures with blood in their bodies.

Revenant Reflexes[edit]

At 7th level, you fully comprehend your re-animated body's truly dexterous abilities. You gain proficiency in Dexterity saving throws.

Drain Weapon[edit]

At 9th level, you gain the ability to drain power from your enemies with your weapon. As a bonus action, you can spend 3 Ichor Points to apply the Drain property to your weapon. This makes it so every successful attack you land with your weapon drains 1 Ichor Point from enemies with blood in their body for 1 minute.

Evasion[edit]

At 9th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball 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.

Stinger Tail[edit]

At 10th level, you can use your blood to manifest a new attack. As an action, you sprout a large, mechanical Scorpion Tail. When you do, make an attack against creature within 10ft, and add your Constitution modifier to hit and damage. The tail deals 3d8 piercing damage on a hit, and you recover 2 Ichor Points if the target has blood.

Vestige Reading[edit]

At 11th level, you can view the memories of a corpse that has been dead no longer than 10 days. You get 3 questions that you may ask the DM, they must respond truthfully as if the creature was being asked the question. To do this, you must be able to grasp their heart. Also, when you do this, you must make a Constitution Saving Throw, as the heart will react to your blood and begin to shatter and splinter into hard crystals. DC = 10 + the creature's original Wisdom modifier - your Constitution modifier. On a failed save, you take 2d8 piercing damage and do not read the memories. Vestige Reading can only be attempted once per heart, and any heart this ability is used on is destroyed.

Blood Sense[edit]

At 13th level, you gain a kind of 6th sense. This Blood Sense allows you to detect creatures with blood in or on their bodies within 30ft. You can also detect creatures that emit a powerful, evil presence within 30ft.

Hound Strike[edit]

At 13th level, you learn one of the more vicious attacks in the Revenant's arsenal. Using your blood, your can manifest two large wolf heads from your shoulder blades that bite down on your opponent. As an action, you can force a creature within 10ft to make two Strength saving throws. The target takes 4d6 piercing damage for each failure. You recover 4 Ichor Points for each failure, if the target has blood.

Ivy Blades[edit]

At 14th level, you master one of the most deadly attacks a Revenant can use. As an action, you sprout tendrils from your back that extend and burrow through the ground. You can then choose a point within a 15ft and have a flurry a large blades burst out from the ground in a 10ft radius. Hostile creatures in the area must make a Dexterity saving throw, taking 4d10 piercing damage on a failure or half as much on a success. You recover 4 Ichor Points if at least one affected creature has blood.

Disperse[edit]

At 17th level, your body evolves to better deal with intense combat. If you die to physical damage, your body will Disperse rather than disintegrate. Should this happen in combat, you will return to the entrance of the combat area after 5 full rounds of combat with max HP and Ichor. Should this happen outside of battle, it will take a full day for your body to regenerate. You can do this once a week. You will still die permanently and disintegrate if your heart is destroyed.

The Divine[edit]

At 20th level, you become the next ruler of Revenants and as such, are granted its power. You can spend a full-turn and 15 Ichor Points calling upon and channeling the power of the current Successors. On the second turn, as a full turn action, you fire a devastating beam of pure energy and destruction. This beam deals 12d12 Radiant damage in a line and deals double damage to structures. Creatures in the line of fire may make a Constitution Saving Throw against this. DC = 8 + proficiency + whichever stat is increased by your Subclass. On a successful save, creatures takes half damage.

Successor of the Claw[edit]

Successor of the Claw.jpg

The blood inside the Successor of the Claw boils with the intensity of the sun, and strikes like a raging inferno. Past Successors used their power to blitz across the battlefield with quick, precise, and explosive attacks.

Speed of the Claw

At 3rd level, your max Dexterity is increased to 22. At the end of a long rest, you touch a single weapon with which you are proficient. Until you use this feature again, that weapon has the finesse property when you wield it.

Flame Weapon

At 3rd level, as a bonus action, you can use 3 Ichor Points to add an extra 1d4 fire damage to a weapon you are wielding for 1 minute. This increases to 1d6 at 7th level, 1d8 at 15th level, and 1d10 at 18th level.

Ember Reversal

At 7th level, you nimbly escape danger in a blast of flames. When you are hit by an attack, you can use your reaction and 4 Ichor Points to move up to your movement speed without provoking opportunity attack. Additionally, when you do, you throw out 3 flaming shurikens at targets within 20ft of you. You can divide the targets up among each of the shurikens. The shurikens count as martial weapons with which you are proficient, and each deals 1d6 piercing damage + 1d6 fire damage. The shurikens disappear immediately after hitting or missing.

Peony Flash

At 15th level, you cause a volcanic explosion beneath your feet. As an action, you plunged your weapon into the ground and cause an eruption of flames.

Each creature with a 20ft radius must make a Dexterity saving throw. A creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one.

You can increase the explosion's damage by spending Ichor Points. Each point you spend, up to a maximum of 5, increases the damage by 2d8.

True Successor Transformation

At 18th level, as an action, you transform into the Successor's true form. You can do this once per long rest and can only use abilities from this sub-class. You cannot use abilities from the normal Vein Revenant ability list. You can use another action to revert back, or wait until the end of battle, where you will automatically revert back. For every minute you remain in this form after the initial transformation, you gain a point of exhaustion. The appearance of this Successor is a 12ft tall, flaming, humanoid cat. The details of the appearance can change depending on the Successor. Your weapon also transforms into a large, flaming katana that sits on your back.

While in this form, you have a specific stats:

Large aberration, player's alignment


Armor Class 20 (Natural Armor)
Hit Points 200
Speed 40 ft., climb 30 ft.


STR DEX CON INT WIS CHA
16 (+3) 26 (+8) 18 (+4) 17 (+3) 20 (+5) 18 (+4)

Saving Throws Dex +13, Con +9, Wis +10
Damage Resistances cold, radiant, bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities fire, poison
Senses Blindsight 30ft, Darkvision 80ft
Languages Common, Abyssal, Infernal, Telepathy


ACTIONS

Multiattack. You can make three attacks per turn and your attacks are magical.

Katana. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (1d8 + 8) slashing damage plus 27 (5d10) fire damage.

Explosive Rush (Recharge 6). You move at a speed far faster than the eye can track, and unleash a devastating attack. Choose a starting point you can see within 50ft, and attack in a 30ft line starting from that point. Each creature within 5ft of that line must succeed a DC 20 Dexterity Saving Throw, or take 33 (6d10) fire damage plus 33 (6d10) force damage on a failed save, and half damage on a successful save.



Successor of the Breath[edit]

Successor of the Breath.jpg

The Successor of the Breath is a behemoth of pure strength. The past Successors used the Breath's power to become powerful walls that defended their allies. The Breath is also freezing cold, giving the Successor access to various Ice abilities.

Will of the Breath

At 3rd level, your max Constitution is increased to 22. If you make a Constitution check or Saving Throw and the total is less than that your Constitution score, you can increase the total to whatever your current score is. You can do this as many times as your proficiency bonus before needing a long rest.

Ice Weapon

At 3rd level, as a bonus action, you can use 3 Ichor Points to add an extra 1d4 cold damage to all weapon attacks for 1 minute. This increases to 1d6 at level 10.

Cloak of Winter

At 7th level, you can use your action to spend 5 Ichor Points and attempt to Stun all creatures within a 15ft radius of yourself until the end of your next turn. You do this by freezing them solid in a burst of sub-zero energy. Creatures in range can make a Constitution Saving Throw to ignore the effects of this ability.

Grave Knocker

At 15th level, you send all the strength you have into your legs to let loose a powerful strike. By using your action and spending 6 Ichor Points, you jump 15ft into the air and up to 10ft to the side to come down with a powerful, icy, shock-wave in a 15ft cone. Creatures in the area must make a Constitution saving throw or take 2d6 cold damage, 2d6 thunder damage and be knocked prone. Creatures take half damage and are not knocked prone on a successful save.

True Successor Transformation

At 18th level, as a full-turn action, you transform into the Successor's true form. You can do this once per long rest and can only use abilities from this sub-class. You cannot use abilities from the normal Vein Revenant ability list. You can use a full-turn action to revert back, or wait until the end of battle, where you will automatically revert back. For every minute you remain in this form after the initial transformation, you gain a point of exhaustion. The appearance of this Successor is an 11ft tall, steel suit of armor with antlers and a large shield on the right arm. The details of the appearance can change depending on the Successor. Your weapon transforms into the shield.

While in this form, you have a specific stats:

Large monstrosity, player's alignment


Armor Class 22 (Natural Armor)
Hit Points 220
Speed 30 ft., Jump 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 26 (+8) 17 (+3) 16 (+3) 18 (+4)

Saving Throws Str +10, Con +13, Cha +9
Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities Cold
Senses Blindsight 30ft, Darkvision 80ft
Languages Common, Giant, Infernal, Telepathy


ACTIONS

Multiattack. You can make three attacks per turn and your attacks are magical.

Shield. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (1d8 + 5) bludgeoning damage plus 11 (2d10) cold damage.

Frigid Avalanche (Recharge 6). Using the boosters on your back, you launch yourself high into the air and come down with the full force of a blizzard. Choose a space you can see within 40ft of yourself, each creature within a 30ft radius of your landing point must succeed a DC 20 Constitution Saving Throw, or take 27 (5d10) cold damage plus 27 (5d10) thunder damage on a failed save, and half damage on a successful save.



Successor of the Ribcage[edit]

Successor of the Ribacage.jpg

The Successor the Ribcage, granted powers to protect the Heart at all costs. Past Successors typically used their power from afar, blasting enemies with powerful lighting. None shall approach the Heart.

Power of the Ribcage

At 3rd level, your max Wisdom is increased to 22. When using Revenant Regeneration, you can add you Wisdom modifier to the heal dice as well.

Lightning Weapon

At 3rd level, as a bonus action, you can use 3 Ichor Points to add an extra 1d4 lightning damage to all weapon attacks for 1 minute. This increases to 1d6 at level 10.

Plasma Roar

At 7th level, as an action, by using 4 Ichor Points, you can launch 3 powerful bolts of electricity at enemies within 60ft for 2d6 lightning damage each. You can divide up the targets of these bolts as you see fit.

Indra's Coil

At 15th level, you send super-charged energy through the ground to blast opponents from underneath. By using your action to spend 6 Ichor Points, you can choose up to 3 creatures within 60ft and have bolts of lightning erupt from under them. Each blast deals 2d8 lightning damage. You can divide up the targets of the blasts as you see fit. Targeted creatures can make a Dexterity Saving Throw to try and dodge the blasts.

True Successor Transformation

At 18th level, as a full-turn action, you transform into the Successor's true form. You can do this once per long rest and can only use abilities from this sub-class. You cannot use abilities from the normal Vein Revenant ability list. You can use a full-turn action to revert back, or wait until the end of battle, where you will automatically revert back. For every minute you remain in this form after the initial transformation, you gain a point of exhaustion. The appearance of this Successor is a 13ft long, Wolf/Human hybrid. It hovers above the ground with 2 legs, 4 arms, and a slightly armored back. The details of the appearance can change depending on the Successor. Your weapon is absorbed to become the armor.

While in this form, you have a specific stats:

Large monstrosity, player's alignment


Armor Class 19 (Natural Armor)
Hit Points 210
Speed 30 ft., Hover 20 ft.


STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 20 (+5) 26 (+8) 19 (+4)

Saving Throws Int +10, Wis +13, Cha +9
Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities Lightning
Senses Blindsight 30ft, Darkvision 80ft
Languages Common, Celestial, Infernal, Telepathy


ACTIONS

Multiattack. You can make three attacks per turn and your attacks are magical.

Claws. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d6 + 3) slashing damage plus 11 (2d10) lightning damage.

Twilight Eclipse (Recharge 6). Channeling the full power of your Ichor into your hands, you fire two large beams of supercharged energy. From your position, choose two 40ft lines, each creature that is within those lines must succeed a DC 20 Wisdom Saving Throw, or take 37 (7d10) lightning damage plus 37 (7d10) radiant damage on a failed save, and half damage on a successful save.



Successor of the Throat[edit]

Successor of the Throat.jpg

Successors of the throat are beings who possess the loveliest and most captivating voices. Their voice is so powerful, that the earth itself bends to their whim, giving them control over sand. Past Successors used their power to assist other Successors in their fight against the Miasma hunger.

Presence of the Throat

At 3rd level, your max Charisma is increased to 22. You gain proficiency in the Persuasion and Deception skills. If you already have proficiency in those skills, you gain double proficiency. Once a day, as an action, you can cast the Fear spell at 3rd level. DC = 8 + proficiency + your Charisma modifier.

Psychic Weapon

At 3rd level, as a bonus action, you can use 3 Ichor Points to add an extra 1d4 psychic damage to all weapon attacks for 1 minute. This increases to 1d6 at level 10.

Arms of Set

At 7th level, as an action, by using 4 Ichor Points, you use surrounding sand or similar earth materials to manifest 2 giant hands and restrain 1 target within 60ft. The user of this ability must make a grapple check with the hands, which have a Strength of 20. While holding the target, you can use a bonus action to have the hands deal 2d6 + your Charisma modifier of magical bludgeoning damage. A creature being held can repeat the grapple check at the beginning of each of its turns. The hands have 40 Hit Points and an AC of 15. They will disappear after 1 minute, if they drop to 0 Hit Points or if you use a bonus action to get rid of them. This also requires concentration.

Volatile Storm

At 15th level, by using your action to spend 6 Ichor Points, you fire 3 blades of condensed sand or other similar earth materials at up to 3 targets. Make an Attack Roll for each one. On a successful hit, each blade deals 2d6 force damage. Also, target creatures must succeed a Strength Saving Throw or be knocked prone.

True Successor Transformation

At 18th level, as a full-turn action, you transform into the Successor's true form. You can do this once per long rest and can only use abilities from this sub-class. You cannot use abilities from the normal Vein Revenant ability list. You can use a full-turn action to revert back, or wait until the end of battle, where you will automatically revert back. For every minute you remain in this form after the initial transformation, you gain a point of exhaustion. The appearance of this Successor is a 9ft tall angelic-like being with a mask, 2 sets of arms and dark-purple glowing wings. Unlike the other Successors who completely transform, the original body of this Successor stays in tact from the stomach up. The first set of arms is used to protect the heart of the Successor. The second set of arms are made of condensed sand, that is produced from the Successor's weapons dissolving and attaching to the user.

While in this form, you have a specific stats:

Large monstrosity, player's alignment


Armor Class 18 (Natural Armor)
Hit Points 180
Speed 20 ft., Hover 20 ft.


STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 18 (+4) 16 (+3) 20 (+5) 26 (+8)

Saving Throws Str +9, Wis +10, Cha +13
Damage Resistances bludgeoning, piercing, and slashing from non-magical weapons
Damage Immunities Psychic
Senses Blindsight 30ft, Darkvision 80ft
Languages Common, Primordial, Infernal, Telepathy


ACTIONS

Multiattack. You can make three attacks per turn and your attacks are magical.

Claws. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 4) bludgeoning damage plus 16 (3d10) force damage.

Ultimate Sandstorm (Recharge 6). Using the truly hypnotic powers of your voice, you summon a storm strong to make even the most powerful of warriors yield. Every creature within a 30ft radius from you must succeed a DC 20 Charisma Saving Throw, or take 17 (3d10) psychic damage plus 17 (3d10) force damage and become charmed on a failed save. Creatures take half damage and are not charmed on a successful save.



Successor of the Gilded Knights[edit]

Gilded Knight.jpg

The Successors were created to inherit and guard the sacred power of the Queen. To protect such unfathomable power from falling into the wrong hands. The Gilded knights however, were their guardians. The most elite of foot soldiers, whose strength and other physical capabilities were unmatched.

Strength of the Knights

At 3rd level, your max Strength is increased to 22. You no longer take penalties from difficult terrain.

Force Weapon

At 3rd level, as a bonus action, you can use 3 Ichor Points to add an extra 1d4 force damage to all weapon attacks for 1 minute. This increases to 1d6 at level 10.

Bloody Strike

At 7th level, as an action, you can spend 4 Ichor Points to condense blood onto your weapon and fire it for devastating damage. Make a ranged attack against any creature within 30ft of you, on a hit this attack deals 6d6 force damage.

Chariot Rush

At 15th level, as an action, you can spend 6 Ichor Points to super charge your body and launch yourself forward at blinding speeds to decimate your opponent. You launch yourself forward in any direction 15ft and force each creature in that 5ft wide line to make a Strength saving throw. On a failed save, each creature takes 4d6 force damage, 4d6 bludgeoning damage and are knocked back 10ft from where you end your charge. The creatures take half damage and are not pushed on a successful save.

Dance of the Reaper

At 18th level, as a full turn action, you can activate the secret technique of the Gilded Knights. You push your body far beyond its normal limits to unleash an unrelenting flurry of destructive attacks. For the next minute you under the effects of Haste, all your attacks deal and extra die of damage, your weapon attacks score a critical hit on a roll of 19–20 and you are resistant to bludgeoning, piercing, and slashing damage. Once the minute is up, you take a point of exhaustion. You can only use this feature once per long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Vein Revenant class, you must meet these prerequisites: 13 in Strength and 13 in Constitution. Also, can only multiclass while being revived from death.

Proficiencies. When you multiclass into the Vein Revenant class, you gain the following proficiencies: Light and Medium Armor, Longswords, and Greatswords

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