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Vein Revenant


Hit Points

Hit Dice: d10 per Vein Revenant level
Hit Points at first Level: 10 + Con
Hit Points at Higher Levels: 1d10 (or 6) + Con

Proficiences

Armor: Light or Medium
Weapons: All Weapons
Tools: Choose 1: Tinker Tools, Weaver Tools, Jeweler's Kit
Saving Throws: Strength and Constitution
Skills: Choose 2: Acrobatics, Athletics, Intimidation, Medicine, Nature, Perception, and Survival

Overview & Creation

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 deals of a Revenants time among the living is forgotten.


Class Features

Vampire DNA At 1st level, you gain the following features:   Revenant Strength Aside from professional combat training, Revenants are born practically as super-soldiers. As such, their physical strength is far beyond that of a normal person. You are able to use Great Weapons proficiently with 1 hand.   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 few days (DM's discretion) to sustain yourself.   Blood Code Spells Revenants cannot use normal magic. Instead, Revenants use the power of their Blood Code and Ichor Points to use special powers. Also, all expended Ichor Points are regained after a Long-rest.   A Fate Worse than Death 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 5 exhaustion points. Instead, you give in to the Miasma hunger. When this happens, you lose all control. Your body mutates in a huge, lumbering creature that attacks everything in sight. Forever thirsty for blood. You cannot come back from this mutation and are considered dead.   Vampiric Regeneration 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. See Vampiric Regeneration Chart for how much is regenerated. You cannot regenerate above your max HP.   Successor At 3rd level, you choose a piece of the Queen to inherit. You may choose to become of these Successors: Successor of the Claw, Successor of the Breath, or Successor of the Ribcage   Ability Score Increase 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.   Blood Sense At 4th level, you gain a kind of 6th sense. This Blood Sense allows you to detect creatures with blood in or on their bodies within 120ft of you. You can also detect creatures that emit a powerful, evil presence within 120ft of you.   Vestige Reading At 4th level, you can view memories of recently (DM's discretion) deceased corpses. To do this, you be able to grasp their heart. Also, when you do this, you must make a Constituion saving through, as the heart will react to your blood and begin to shatter and splinter into hard crystal. DC = 11 + the creature's original Strength Mod. + your Wisdom Mod. On a failed save, you take 2d8 Piercing damage.   Ogre Claw At 5th level, you unlock one of your primary offenses abilities as a Revenant. As an action, you can use your blood to manifest a large, bladed claw and strike enemies within 5ft of you for 2d6 Slashing damage. Landing a successful attack on a lving enemy, with blood in their body, allows you to gain 1 extra Ichor Point. When using this attack, you can use 1 Ichor Point to lunge an extra 5ft.   Gift of Life At 6th level, you gain the ability to transfer some of your own life-force to your allies. As an action, you can give 1 ally within 120ft half of your current HP, but you lose that much. This ability cannot heal allies above their max HP.   Extra Attack At 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Revenant Reflexes At 8th level, you fully comprehend your re-animated body's truly dexterous abilities. You gain proficiency in Dexterity Saving Throws and access to the same effects as Evasion.   Stinger Tail At 9th level, you can use your blood to manifest a new attack. You sprout a large, fairly mechanical Scorpion Tail. As a action, you can attempt to strike an enemy within 10ft to deal 3d8 Piercing damage. However, the enemy you target can make a Dexterity Saving throw to avoid all damage on a successful save. DC = 10 + Str Mod. + Prof. On a failed save, not only do they take the standard 3d8 Piercing damage, but you also drain 2 Ichor Points if they have blood in their body.   Phantom Assault At 10th level, you learn to use your blood powers in a unique way. By spending 7 Ichor Points, you can teleport to an enemy with a 20ft radius of youself and perform 3 regular weapon attacks. The enemy you target can perform a Dexterity saving throw to avoid 2 of the 3 attacks. DC = 10 + Strength Mod. + Prof.   Drain Weapon At 11th level, you gain the ability to drain power from your enemies with your weapon. As an Action, you can spend 5 Ichor Points to apply the Drain property to your weapon. Every successful attack you land with your weapon drains 1 Ichor Point from enemies with blood in their body for 4 full rounds.   Hound Strike At 12th level, you learn one of the more vicious attacks in the Revenant's arsenal. using your blood, your can clothes manifest into 2 large wolf heads that bite down on your opponent for 4d6 Piercing damage. This attack drains 3 Ichor Points from creatures with blood in their body. The user must make a grapple check on the enemy to land a successful hit.     Hasten At 13th level, you can use 4 Ichor Points as a Bonus Action to double your movement speed.   Ivy Blades At 14th level, you master one of the most deadly attacks a Revenant can use. As a full-turn action, using your blood, your clothes extend and burrow through the ground. You can then choose 1 creature within a 15ft radius of yourself and have a flurry a large blades burst out from under them, causing 4d8 Piercing damage and draining 3 Ichor Points if they have blood in their body. The targeted enemy can make a Dexterity saving throwagainst this attack. DC = 12 + Strength Mod. + Prof. On a successful save, the targeted enemy avoids the attack and takes no damage.   Critical Back-Stab At 15th level, you learn strike an enemies vitals from the back. Once per turn, you and another enemy of the creature must be within 5ft of it, and you need to be directly behind it. On a successful attack roll, you plunge your ogre claw into the enemy, deal the standard 2d6 of the Ogre Claw and adding the correct amount of damage according to the Critical Back-Stab Chart. This also drains 5 Ichor Points from creatures with blood in their bodies on a successful attack.   Cleansing Light At 16th level, you can use Ichor Points to enhance your regenerative abilities. As a Bonus Action, you can use 10 Ichor Points to apply a life-steal effects to your weapon attacks. This can be stacked with abilities such as Drain Weapon or Flame Weapon. For each successful attack you land with you land with your weapon, you heal 1d4 HP. You cannot heal above your max HP.     Final Journey At 17th level, you learn to push your body beyond its limits, but at a cost. As an Action and by spending 10 Ichor Points, you can fully restore your HP. However, after 3 full rounds, your body will disintegrate. This penalty does not apply if battle ends before the 3 rounds are up.   Disperse At 18th 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. 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.   Master of Miasma At 19th level, you conquer the very thing you fear most. Miasma, the hunger that affects all Revenants. If a once living creature, this does not include creatures such as skeletons, illusion, constructs, etc. dies within 60ft of you, you can use your reaction and 12 Ichor Points to effectively re-animate and mutate them into a Lost. They will then fight "with" you, not for you, until the end of battle. If they are struck by you or your allies, it will turn on you and attack. The stats are up to the DM to determine, though it is important to note that this mutation does boost their powers and abilities.   The Divine 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 Dexterity saving throw. DC = 15 + Prof. + your choice of Dexterity, Constitution, or Wisdom Mod. On a successful save, the creature takes half damage.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: (a) Chain Mail Armor or (b) Leather Armor (a) Longsword & Pistol or (b) Great Axe & Rifle or (c) Lance & Shotgun (a) Explorer's Pack or (b) Dungeoneer's Pack You start with a fully functioning Gas Mask If you are using starting wealth, you have If you are using starting wealth, you have 2d6 x 10 GP in funds. in funds.


Subclass Options

Successor of the Claw

  The blood inside the Successor of the Claw boils with the intensity of the sun. Past Successors used their power to blitz across the battlefield with quick, precise, and explosive strike. The Claw strikes like a raging inferno.   Speed of the Claw Cat-Like Reflexes At 3rd level, your max Dexterity is increased to 24. Also, you can use Dexterity instead of Strength for the attack and damage rolls of your weapons and Vein Revenant abilities. For abilities with DC's that take Strength into the equation, you may also use Dexterity instead of Strength.   Flame Weapon At 3rd level, using 4 Ichor Points, you can add an extra 1d4 Fire damage to all weapon attacks for 4 full rounds.   Ember Reversal At 7th level, using 4 Ichor Points, you can simultaneously throw out 3 flaming shurikens at targets within 20ft of you. You can divide the targets up among each of the shurikens. Each shuriken deals 1d4 piercing damage + 1d4 Fire damage.   Peony Flash At 15th level, using 8 Ichor Points, you slam your weapon into the ground, causing a devastating explosion. This deals 5d6 Fire damage to all creatures within a 15ft radius of you. Creatures may make a Dexterity saving throw with a DC of 12 + Dexterity Mod. + Prof. On a successful save, the creature takes half damage.   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 battle and can only use abilities from this sub-class. You cannot use abilities from the normal Vein Revenant ability list. All Successor abilities used while in this form gain an extra dice of damage. You can use a full-turn action to revert back, or wait until the end of battle, where you will automatically revert back. If you revert transform more than once in the same battle, 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. Also, your weapon becomes a large, flaming katana.   While in this form, you have a specific stats:   Str 16 Dex 26 Con 18 Int 17 Wis 20 Cha 18 AC 24  

Successor of the Breath

  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.   Strength of the Breath The Icy Wall At 3rd level, your max Constitution is increased to 24. Also, if you make a Constitution saving throw and the result is less that your Constitution score, you can increase the role to whatever your current score is. You can do this as many times as Proficiency Bonus before needing a long-rest.   Ice Weapon At 3rd level, using 4 Ichor Points, you can add an extra 1d4 Ice damage to all weapon attacks for 4 full rounds.   Cloak of Winter At 7th level, by using 5 Ichor Points, you can attempt to immobilize all creatures within a 15ft radius of yourself until the end of your next turn 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. DC = 10 + Constitution Mod. + Prof.   Grave Knocker At 15th level, you send all the strength you have into your legs to unleash a devastating attack. By using 8 Ichor Points, you jump 15ft into the air and 10ft to the side to come down with a powerful, icy, shock-wave in a 15ft cone. Creatures in the area of this attack take 2d6 Ice damage and 3d6 Force damage. In addition, you must make a Constitution saving throw to resist the damage from the fall. DC = 12 + Strength Mod. + Prof. On a failed save, you take 2d8 Fall damage.     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 battle and can only use abilities from this sub-class. You cannot use abilities from the normal Vein Revenant ability list. All Successor abilities used while in this form gain an extra dice of damage. You can use a full-turn action to revert back, or wait until the end of battle, where you will automatically revert back. If you revert transform more than once in the same battle, you gain a point of exhaustion. The appearance of this Successor is a 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. Also, your weapon becomes the shield.   While in this form, you have a specific stats:   Str 24 Dex 13 Con 24 Int 18 Wis 18 Cha 15 AC 26  

Successor of the Ribcage

  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 A Mind Faster than Lighting At 3rd level, your max Wisdom is increased to 24. Also, when using Revenant Regeneration, you can add you Wisdom Mod. to the heal dice.   Lightning Weapon At 3rd level, using 4 Ichor Points, you can add an extra 1d4 Lightning damage to all weapon attacks for 4 full rounds.   Plasma Roar At 7th level, by using 5 Ichor Points, you can launch 3 powerful bolts of electricity at enemies within 60ft for 2d4 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 8 Ichor Points, you can choose up to 3 creatures within 60ft and have bolts if 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. DC = 12 + Wisdom Mod. + Prof.   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 battle and can only use abilities from this sub-class. You cannot use abilities from the normal Vein Revenant ability list. All Successor abilities used while in this form gain an extra dice of damage. You can use a full-turn action to revert back, or wait until the end of battle, where you will automatically revert back. If you revert transform more than once in the same battle, 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. Also, your weapon is absorbed to form the armor.   While in this form, you have a specific stats:   Str 19 Dex 15 Con 20 Int 19 Wis 26 Cha 17 AC 22


LevelProficiency BonusFeaturesIchor PointsVampiric RegenerationCritical Back-Stab
1st2Vampire DNA51d40
2nd2Vampiric Regeneration61d40
3rd2Successor71d40
4th2Ability Score Improvement, Blood Sense, Vestige Reading81d40
5th3Ogre Claw91d40
6th3Gift of Life101d60
7th3Extra Attack, Successor Ability111d60
8th3Ability Score Improvement, Revenant Reflexes121d60
9th4Stinger Tail131d60
10th4Phantom Assault11d60
11th4Drain Weapon151d60
12th4Ability Score Improvement, Hound Strike161d80
13th5Hasten171d80
14th5Ivy Blades181d80
15th5Critical Back-Stab, Successor Ability191d85d6
16th5Ability Score Improvement, Cleansing Light201d85d6
17th6Final Journey211d125d6
18th6Disperse, Successor Ability221d125d6
19th6Ability Score Improvement, Master of Miasma231d126d6
20th6The Divine251d126d6

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Nephilim722.

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