Revenant
Hit Points
Hit Dice: d10 per Revenant level
Hit Points at first Level: 10 + your constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your constitution modifier per level after 1st
Proficiences
Armor: Light, medium, and heavy armor
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Wisdom and Constitution
Skills: Choose 2 from Acrobatics, Arcana, Athletics, History, Insight, Intimidation, Perception, Persuasion, and Survival.
Overview & Creation
A man runs panicked through dark, wet alleyways, in a desperate attempt to get to his homestead before they do. His dark dealings in the underground have finally caught up to him, and now he's in a mad, panicked sprint towards his home to save his family from a fate undeserved. As he rapidly approaches, drenched in cold autumn rain, he sees the front door of his home is open, giving way to a dark interior. Upon entry, he sees that he was too late. His family has been slain like pigs, and hung up to dry. A grim display of murder, and now an image forever burned into his mind. He falls to his knees, coming quickly to the realization that this was all his doing. His tears hit the floor in slow motion, each drop , as he pulls himself away from this horrid reality, and burrows himself deep into his head.
Snapping him out his stupor is the sound of a creaking floorboard. The looks towards the dark hallway in front of him, and a figure slowly appears.
"figured I'd at least let you see your family again before the end... you know... I never wanted to do this. I really didn't, but you risked exposing us
Quick Build
When making a
Revenant, put your highest ability score into
Constitution, then the next highest into
Dexterity or
Strength depending on what weapons and armor you'd like to use.
Charisma is also valuable for certain situations when using this class.
Class Features
Level |
Proficiency
Bonus |
Features |
Infernal
Energy |
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Regardless of what race you are, you are now considered an
Undead, and gain the following features:
Undead Fortitude. If damage reduces the you to 0 hit points, you must make a Constitution saving throw with a DC of the damage taken. On a success, you drop to 1 hit point instead. If the damage taken was radiant, you ignore this trait.
Poison immunity. You have immunity to poison damage, and the poisoned condition.
Turn Immunity. You have immunity to effects that would turn, or destroy undead.
Undead Minions
Starting at 1st level, you gain the ability to create Minions from slain foes (more info on how this works under
Infernal Energy). These minions can't be of a size larger than medium, be healed by any means, and once it dies it cannot be resurrected again. When you raise a Minion, you choose whether they have the statistics of a
Zombie or a Skeleton. Undead Minions require your bonus action to
Command. The possible commands are listed below. You may always move your minions up to their speed each turn, no bonus action required. If you are ever more than
1 mile away from your minions, they die. If you have a swimming or climbing speed (even if it's from a spell or potion), your minions also grow fins or claws to match that speed.
Commands:
- Kill. You command any number of your Minions to attack any target(s) you can see.
- Defend area. You command any number of your Minions to defend an area that you can see, they then create a defensive perimeter in the chosen area, not letting unwanted creatures by. You and your allies may take cover behind the Minions, and benefit from 3/4 cover when doing so. Taking cover behind the Minions still allows you and your allies to make ranged attacks over and between them.
- Restrain. You command any number of Minions to attempt to hold a target down. The target must make a Strength saving throw against your IE save DC (explained in the Infernal energy section). On a failure, the target is incapacitated. For each Minion you give this command, the DC increases by +1 (to a max of 22). The target can then try and break out at the beginning of each turn thereafter.
- Bridge the gap. Your Minions crawl on top of each other, and then fall over a gap, creating a bridge that can support any medium or smaller creature. For each Minion you give this command, the bridge extends 5ft. If a large or bigger creature attempts to cross, you must make a Strength saving throw using your minion with the highest strength. The DC equals 15+2 for every size over Large. On a failure, your bridge collapses.
- Create ladder. Your Minions crawl on top of each other to create a climbable ladder that can support any medium or smaller creature. For each Minion you give this command, the ladder extends 5ft. If a large or bigger creature attempts to climb it, you must make a Strength saving throw using your minion with the highest strength. The DC equals 15+2 for every size over Large. On a failure, your ladder collapses.
- Improvise. Improvise a custom command, or have them take a generic action as listed in the PHB. Just keep in mind the your Undead Minions are very simple minded, so if you give them a complex command, they may not follow it perfectly. In such a case, its up to the DM's discretion how they act.
Infernal Energy (IE)
At 1st level, your mastery over death has granted you an innate wellspring of hellish power called
Infernal energy, or
IE for short. You can spend this energy to fuel various features. You start knowing three such features: Raise Minion, Calculated Command, and Murderous Rampage. You learn more
IE features as you gain levels in this class.
When you spend a point of
IE, it is unavailable until you finish a long rest, at the end of which you draw all of your expended
IE back into yourself. You also get
half of your
IE spent back (rounded up) at the end of a short rest.
Some of your IE features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
IE save DC = 8 + your proficiency bonus + your Constitution modifier
- Raise Minion. When a creature dies within 30 ft. of you, or is slain by an attack you made, you may use your reaction to spend 1 IE and instantly raise them as an Undead Minion. Alternatively, you may raise a humanoid that has already died, as long as they haven’t been dead for more than 24 hours. If you raise over your maximum Minions (as specified by the quick reference table), a different one of your choice dies when the new one is raised.
- Calculated Command. When you give your Minions a Command, you may spend 1 IE to make another Command that same bonus action.
- Murderous Rampage. When you give your Minions the Kill Command, you may spend 1 IE to give them advantage on all their attacks this turn.
Disguised Death
Starting at 2nd level, you learn to magically disguise your Minions so that they don't appear to be undead. They look, move, and smell like a normal creature to everyone but you, however they still cannot speak. A creature that grows suspicious can make an Insight check against your
IE save DC to determine if their true nature. A creature with true-sight can see their true nature with no roll required. This ability improves at 9th level.
Fighting Style
At 2nd level, your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class.
Revenant Path
When you reach 3rd level, you commit yourself to a revenant path, chosen from the list of available paths. Your path grants you features at 3rd level and again at 6th, 11th, and 17th level.
Ability Score Improvement
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Might of The Master
Starting at 6th level, you and your minion's attacks count as magical for the purpose of overcoming magical resistance. In addition, your Minions gain a bonus to their attack and damage rolls equal to your proficiency bonus.
This bonus increases as your proficiency bonus increases.
Revenant Path Feature
At 6th level, you gain features granted to you by your revenant path.
Undead Martyr
At 7th level, as a reaction to you or an ally making a
Dexterity saving throw, you may interpose a Minion between the target and the effect. If the target has to make a saving throw to take half damage, they take half damage on a failed save, and no damage on a success. To use this feature, your minion must be within 10 ft. of the target. Your Minion takes full damage from the effect.
Undead Nature
At 7th level, your body has become entirely undead, and your organs don't need to work. You no longer need to eat, drink, breath, sleep, and you don’t suffer the effects of aging. You still need to rest for at least 6 hours each night to gain the benefits of a long rest, but can perform light activities such as crafting, or keeping watch.
Ability Score Improvement
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Improved Minions
At 8th level when you use your Raise Minion feature, instead of spending 1
IE, you may spend 2
IE to raise your Minion as
Ghoul.
Disguised Death Improvement
Starting at 9th level, you learn to preserve the vocal capabilities of your Minions. You can mentally command them to speak using the voice that they used in life. If they ever need to make a
Charisma check of any kind, they use your modifier for the roll. In addition, those suspicious of your Minions have disadvantage on their Insight check to tell if they're undead.
Infernal Burst
At 10th level, when you or one of your Minions is dropped to 0 hit points, you may spend 1
IE to cause an explosion of built up Infernal Energy that erupts in a 15 ft. cone, in a direction of your choice. Any creature caught in this cone must succeed a Dexterity saving throw or take
2d10 necrotic or
fire damage (your choice), or half as much on a success. If multiple Minions are killed in one attack and you want use this ability for more than one of them, you must spend 1
IE per
Infernal Burst.
Revenant Path Feature
At 11th level, you gain features granted to you by your revenant path.
Ability Score Improvement
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Adaptive Flesh
At 13th level, you may spend 1 action examining the corpse of a creature that died no more than 1 day ago, you may then use 1 unique trait of your choice that they had from their stat block for 24 hours. This trait may not be an attack. If you use this feature again before the last trait has worn off, you lose the previous trait in favor of the new one. If the trait requires a saving throw, it uses your
IE save DC.
Regenerative Flesh
At 14th level, your mastery over life and death has grown so great, you now know how to manipulate your own flesh to close your wounds. At the start of each of your turns you regain
8 + your constitution modifier in hit points. In addition, you may use an action to re-attach a severed limb. This feature does not work if you've taken
radiant damage since your last turn.
Greater Minions
At 15th level, when you use your Raise Minion feature, you may spend 4
IE to raise a
Ghast.
Ability Score Increase
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Revenant Path Feature
At 17th level, you gain features granted to you by your revenant path.
Infernal Transfer
At 18th level when one of your Minions is slain, you regain 1
IE, and you may pick a creature within 30 ft. of the slain Minion. The chosen Creature gains either
2d10 temporary hit points, or deals an extra
2d8 necrotic or fire damage with their next attack that hits, your choice. These effects are lost after 1 minute.
Ability Score Increase
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Lord of Undeath
Once per long rest as an action, you undergo an unholy transformation. For 1 minute you gain the following effects:
- You and all allies within 30 ft. have resistance to all damage except for radiant damage.
- You, and all allies within 30 ft. deal an extra 1d6 necrotic damage with every attack.
- Your Raise Minion, and Calculated Command features do not cost any IE.
- Any hostile creature that starts their turn within 15 ft. of you must succeed on a Wisdom saving throw or become frightened of you until the end of their turn. On a success they are immune to this effect for 1 day.
Starting Equipment
- (A) Chain Mail or (B) Leather armor, Longbow, 20 arrows
- (A) a martial weapon and a shield or (B) 2 martial weapons
- (A) 2 Shortswords or (B) two Handaxes
- (A) a dungeoneer’s pack or (B) an explorer’s pack
- OR alternatively your may start with 5d4 x 10 gp to buy your own equipment
Spellcasting
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Subclass Options
Path of the Bruiser
Bruiser Revenants see their Undead Minions as nothing more than tools to be used and sacrificed to help achieve their goals. They hold back nothing, are unyielding, and are hard to kill. Bruiser's focus primarily on sacrificing Minions to deal devastating damage all at once, or to protect themselves and their allies. A high strength score is recommended.
Bonus Proficiencies
Upon taking this
Revenant path, you become proficient in the
intimidation and
athletics skills. If you are already proficient in these skills, pick 2 different skills from the Revenant skill list.
Infernal Overload
At 3rd level, as an action, you may grab one of your minions within 5 ft. of you, and overload them with Infernal Energy. The sacrificed Minion then erupts in a brutal display of necrotic energy, hell-fire, and guts in a 15 ft. radius centered on you. This eruption deals
4d6 + your
constitution mod
force damage, and they must make a Strength saving throw. On a failure they are knocked 5 ft. away, and are
prone. On a success they take half damage, and aren’t knocked away or
prone. In addition, using your precise control over Infernal Energy, you create a hellish barrier around you and your allies in the blast radius, making you all immune to this ability.
This abilities damage increases at certain levels: 6d6 at 6th level, 8d6 at 11th level, 10d6 at 17th level, and 12d6 at 20th level.
Meat Shield
At 3rd level, when an enemy makes an attack roll against you or an ally, you may use your reaction to have a Minion take the damage of the attack. The Minion must be within 10 ft. of the target. This can be used after you know the attack hits, but before damage is rolled. This ability improves at 11th level.
Empowered by Death
Starting at 6th level, whenever a Minion of yours is killed by an enemy or by one of your abilities, you may choose to spend 1
IE to become empowered. You re-gain 1d6 + your
level in hit points, and your next 2 weapon attacks have advantage. When an enemy is hit by one of these attacks, they take an extra 2d6
necrotic or
fire damage, your choice. This effect can stack.
Improved Meat Shield
Starting at 11th level, whenever you use your
Meat Shield or
Undead Martyr abilities and your Minion is dropped to 0 hit points, they may immediately use their reaction to move up to their speed and make an attack before they die.
Flying Minions
Starting at 11th level, your minions can fly. No not really, that'd be f***ed up. However, when you take the attack action, you may forgo any number of your weapon attacks in favor of hurling a Minion of yours at a target. Your Minions take the same damage dealt to the target. The attacks statistics are as such:
Hit: Strength+proficiency
Damage: 3d12+Strength
bludgeoning
Range: 40 ft.
In addition, if you hit 1 single target with 2
Flying Minions in one turn, they are knocked
prone and take an extra 1d12 damage.
Bulwark of Death
At 17th level, as a bonus action, choose any number of creatures that you can see, spending 1
IE per creature you want to affect. You then create an Infernal Barrier that surrounds them, protects from incoming damage, and damages attackers. The protected creatures gains the following benefits for 1 minute:
- +1 to their AC
- 15 temporary hit points
- When a creature attacks a protected creature while they have these hit points, Infernal Energy quickly blasts out of the barrier and the attacker takes 1d12 necrotic damage and 1d12 fire damage.
Path of Alacrity
An Alacrity Revenant has learned to concentrate their newfound Infernal Energy into making themselves, and their minions move at break-neck paces, and rend their foes with strikes quicker than the eye can see. What an Alacrity Revenant lacks in defensive and regenerative options, they more than make up for by being incredibly mobile, and deadly. Focusing on Two-weapon Fighting is recommended when choosing this path.
Bonus Fighting Style
Upon taking this path at 3rd level, you gain access to the Two-weapon Fighting fighting Style. If you already have this fighting Style, then you may learn one more
Fighting Style option from the Fighter class.
Infernal Weapons
Starting at 3rd level, you may engage in Two-weapon fighting even if you use your bonus action to command your Minions. In addition, you may spend 1
IE to manifest 2 weapons in each hand made of pure Infernal Energy. Manifesting these weapons is a free action, they last for
1 minute, and they have the following statistics:
One weapon deals 1d10
necrotic damage, and the other deals 1d10
fire damage, adding your modifiers to their damage as normal. These weapons are
light, and have both the
thrown (
Range of 20/60) and
finesse properties
. They manifest in the shape of whatever melee weapons you like. If the weapons are ever not in your hand, they instantly return at the end of your turn.
You also gain the following benefits:
- Your speed and your Minion’s speed increases by 10. This bonus increases at 11th and 17th levels.
- Opportunity attacks made against you and your Minions are made at disadvantage.
Rend the Flesh
Starting at 6th level, whenever you deal damage with your Infernal Weapons, or your Minions deal damage, you may spend 1
IE to cause an Infernal Wound. You deal an extra
1d10 necrotic damage with that attack, and at the start of each of the wounded creatures turns, it takes
1d6 necrotic damage
for each time you've wounded it, and it can then make a
Constitution saving throw, ending the effect of all wounds on itself on a success.
In addition, your Infernal Weapons are now +1 weapons, also you ignore all resistances when you deal damage with them. If a creature has immunities to your weapon's damage type, you deal damage as if they have resistance to the damage instead. This effect applies to your minions as well.
Hasted Harbinger
At 11th level, your body has become so infused with Infernal Energy that your muscles no longer atrophy or grow tired, allowing you to move at incredible speeds, and
ignore exhaustion. You may use your action to spend 3
IE and cast the
Haste spell on yourself, maintaining concentration on the spell as per usual. Alternatively, you may sacrifice a minion instead of spending
IE.
The bonus to you and your Minion's speed increases to 20.
Your
Infernal Weapons are now +2 weapons, and use
d12s for their damage dice.
Soul Ripping Fury
At 17th level, when you take the attack action, you may forgo your normal attacks made with your Infernal Weapons and spend 4
IE to make one single attack roll, using the same hit mods you'd normally use for the weapons. This attack passes directly through the targets flesh, and attempts to sever their soul from their body, dealing
8d8+30 necrotic damage. If a creature is killed by this attack, it’s soul is sundered from it, you regenerate
1 IE, and can immediately move up to your speed without provoking opportunity attacks.
Your
Infernal Weapons are now +3 weapons, and use
2d8s for their damage dice.
The bonus to you and your minions movement speed increases to 30
Path of the Summoner
A Summoner Revenant has decided to focus their Infernal Energy on making more powerful Minions, and buffing them, along with all allies in the area. Summoners gain the option to resurrect massive creatures, and raise special minions not available to other Revenant paths.
Infernal Summoning
Starting at 3rd level, you gain the ability to raise size
Large and bigger creatures. For each size over medium the creature is, it counts as one extra Minion when counting how many minions you have raised. So for example, a
Large creature would count as 2 minions, and
Huge creatures counts as 3 minions, so on and so forth. The raised creature still becomes a
zombie or a
skeleton, or at later levels a
ghoul or
ghast, but has the following improved strength, attack bonus, hit points, and damage. The attack bonus and damage dice replace the bonuses and damage for all attacks of the original stat block, unless the stat block’s stat is better.
Size |
Hit Points |
Strength score |
Attack bonus |
Damage dice |
Large |
30 |
16 |
+5 |
2d6 |
Huge |
50 |
18 |
+6 |
3d6 |
Gargantuan |
70 |
20 |
+8 |
5d6 |
In addition, when you use your
raise minion ability, you may spend 2
IE instead of 1, to raise the minion as a
Specter.