Revenant
A lone tengu stalks his target: A carriage, behind which trails a cage containing exotic beasts. He disappears into the shadows, reappears right between the carriage and the cage, and waves a whirling storm to encase the carriage in jade as he slices through the cage's bars.
A horde of monsters corners a sylvari and his allies into the end of a cliff. The spectre of an ancient centaur appears for a moment above the sylvari's head as a tablet coalesces into existence in front of him. The sylvari runs ahead, the tablet closing every wound that he and his allies receive.
An asura's large eyes glow a bright purple as black, inky tendrils sprout all over their body. The figure of the asura is swallowed by the dark shell of a six-eyed demon, and for a moment, they survey the battlefield before them, a ghost of a grin breaking the press of their thin lips. The battlefield is ripe for feasting, and they will consume the anguish of their enemies.
A norn decides to make her last stand with her back against the ruin's walls. She speaks with a nearly-perceptible figure standing beside her, biding her time. She lets out a battle cry when her enemies finally catch up to her, her skin turning into stone.
A charr nimbly leaps out of a wyvern's fiery breath. She pants, her vision blurring for a moment, and roars. The ghost of another charr appears before her, and then the spirit eagerly showers the wyvern with bolts of energy.
A human, surrounded by enemies on all sides, lets out a roar of defiance. Behind him, a specter of a dragon appears for but a moment and beats its great, crystalline wings, knocking their enemies flat on the ground.
Revenants are all warriors who harness the power of the Mists. They have forged connections to echoes of ancient, legendary figures from the Mists to aid them in the battlefield.
Bridges to the Past
The Mists is an all encompassing proto-reality, a thing that spans all worlds and all time in the universe. Everything exists in a pocket of the Mists. It is both the home of the living, and the abodes of both gods and the dead. All that has happened, happens, and will happen take place in the Mists too.
Revenants are more attuned to the Mists than anyone else. They can make their way around its muddles of time, past the world of the dead and the lairs of gods, guided only by instinct and the will to go on. Somewhere in its pockets they come to echoes of powerful spirits like moths flying to a flame.
Adept Combatants
All revenants are warriors by nature. They are adept at handling the greatest of swords to the shortest of bows, and they have a myriad of styles that suit their preferences in combat.
However, while revenants share a lot of similarities with one another, they are ultimately shaped by the spirits that they channel.
Revenants who are attuned to angrier, more malevolent spirits garner no small degree of fear and hatred from their enemies, and sometimes, even from their closest allies: They are unpredictable in the battlefield, their attacks wild and aggressive. Those who are aided by gentler, more benevolent specters are admired and respected, and their mere presence in the battlefield can calm even their own enemies. No matter the style or spirit that the revenant brings into the party, they are reliable and dependable to people they trust.
Creating A Revenant
The revenant is split into two: They are one part a fighter, a force to be reckoned with in the battlefield, and they are one part a deeply spiritual person connected to the ghosts of the past.
First, consider how your revenant gained prowess in combat. Why are they fighting? Have they been trained with a sword as soon as they could get up on their two feet? Did they teach themselves how to wield a greataxe to avenge a family killed by invaders?
Second, establish their connection with the Mists. Did they find a strange portal opening into the past as a child? Did they spend years or decades of their life seeking a way into the Mists, feverishly looking for an answer lying with the spirits there? How do they commune with the legends that they channel?
Consider how your alignment changes your revenant's perspective on the way they communicate with the spirits of the dead. Do they tolerate the voices ringing in their heads? Are they prone to temptation, and is it all that they can do to keep them at bay?
Quick Build
You can make a revenant quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the soldier background. Third, take Great Weapon Fighting Style and the Dwarf and Demon Legendary Stances.
Mist Mark
The Mists can sometimes leave physical marks on anyone who has traveled repeatedly in it. Some of these marks are small and discreet, tucked away from sight, but others cascade through the body that they cannot help but be noticed.
Your revenant might choose to keep any reminder of their travels to the Mists under wraps. Alternatively, your revenant might flaunt their Mist Mark as a trophy, proof that you have made it to the Mists and came back alive.
Mist Marks
d6 | Mist Mark |
---|---|
1 | One of your eyes sometimes change color. |
2 | Your hands occasionally crumble to dust. |
3 | Locks of your hair have faded to a translucent sheen. |
4 | Dark, demonic spikes have sprouted on your back. |
5 | You have a satyr's hooves instead of toes. |
6 | Large, starry scars run criss-crossing down your arms. |
Pact
One revenant's journey into the Mists is different from the other. Some sought power; others looked for answers, or for valued memories that they can no longer remember. Regardless of the nature of their journey, they have somehow come into a pact with a remnant of an ancient, long-dead figure of the past, and this has changed their life forever.
When you consider the creation of this pact, also consider the following: What is your connection to the spirit? How do they see a mortal connected to them like you?
Pacts
d6 | Pact |
---|---|
1 | Your spirit dictates your every action, treating you like a master treats their servant. |
2 | You entered the pact knowing that your spirit wants to take your body for their own. |
3 | Your spirit is like a grandparent. It coddles you too much, sometimes. |
4 | You and your spirit agreed to become one, eventually. |
5 | Your pact with your spirit is loose. You treat each other as sworn friends. |
6 | Your spirit agreed to the pact reluctantly. They do not help you unless you beg for them to. |
Sanctuary
Over the millenia, mortals and spirits alike have built havens that provide sanctuaries to anyone who has lost their way in the Mists.
When your revenant travels to the Mists, either to talk to friendly spirits or to search for ancient, powerful ghosts, you can provide yourself with a temporary safe place to avoid unwanted attention. Your sanctuary may be dark and devoid of life, or warm and feeling every bit like home.
Sanctuaries
d6 | Sanctuary |
---|---|
1 | You stay a library with shelves full of misty, imaginary books. |
2 | You stay in a bubble that continues to sink deeper into the sea. |
3 | You stay in a furnished bedroom, resplendent in bright, vivid colors and expensive decorations. |
4 | You stay by the hearth, complete with a fireplace and a fire does not burn. |
5 | You stay in the innards of a creature too alien for mortal minds to comprehend. |
6 | You stay beside the trunk of a tree, surrounded by grass and plants that do not exist. |
Class Features
Hit Points
Hit Dice: 1d10 per revenant level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per revenant level after 1st
Proficiencies
Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: none
Saving Throws: Dexterity, Charisma
Skills: Choose 2 from Athletics, Acrobatics, History, Insight, Intimidation, Perception, Persuasion, Religion, and Survival.
Equipment
You start with the following items, plus anything provided by your background.
- (a) a greatsword or (b) a martial weapon and a shield
- (a) leather armor or (b) chain mail
- (a) a dungeoneer's pack or (b) an explorer's pack
- A blindfold
Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
Multiclassing
To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one.
Ability Score Minimum: Strength 13, Charisma 13
When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor, medium armor
Weapons: simple weapons, martial weapons
Revenant
Level | Prof. Bonus | Features | Traits Prepared |
---|---|---|---|
1st | +2 | Fighting Style, Glaring Resolve | — |
2nd | +2 | Mistborn Traits | 2 |
3rd | +2 | Legendary Stance | 2 |
4th | +2 | Ability Score Improvement | 2 |
5th | +3 | Extra Attack, Stance Attunement | 2 |
6th | +3 | Legendary Stance feature | 2 |
7th | +3 | Stance Attunement | 2 |
8th | +3 | Ability Score Improvement | 2 |
9th | +4 | Stance Attunement, Spirit Boon | 3 |
10th | +4 | Legendary Stance feature | 3 |
11th | +4 | Ancient Echo, Stance Attunement | 3 |
12th | +4 | Ability Score Improvement | 3 |
13th | +5 | Stance Attunement, Unerelenting Assault | 3 |
14th | +5 | Legendary Stance feature | 3 |
15th | +5 | Contained Temper | 3 |
16th | +5 | Ability Score Improvement | 3 |
17th | +6 | Timeless Body | 4 |
18th | +6 | Legendary Stance feature | 4 |
19th | +6 | Ability Score Improvement | 4 |
20th | +6 | Roiling Mists | 4 |
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Glaring Resolve
When you make a check with a skill you are proficient in, you can give yourself advantage on that roll.
Once you use this feature, you must finish a long rest before you can use it again.
Mistborn Traits
At 2nd level, you gain two Mistborn traits of your choice. Your traits are detailed at the end of the class description. When you gain certain revenant levels, you can use additional traits of your choice, as shown in the Traits Known column of the Revenant table. Some traits can only be used when their required Legendary Stance is active.
Preparing Traits
You can change your list of traits when you finish a long rest. Preparing a new list of traits requires time spent in meditation: at least 1 minute per trait on your list.
Legendary Stance
At 3rd level, you start to build connections with echoes of powerful spirits from the past. Choose any two Legendary Stances from the list of stances. The legendary stances you choose grant you features at 6th level and again at 10th, 14th, and 18th levels. You can have only one stance active at any time.
You use your Charisma modifier when setting the saving throw DC for a stance feature and when making an attack roll with one.
Stance save DC = 8 + your proficiency bonus + your Charisma modifier
Stance attack modifier = your proficiency bonus + your Charisma modifier
Stance Swap
You can quickly swap stances as a bonus action, channeling a different legend.
You can use this feature a number of times equal to half your revenant level, and you regain all expended uses when you finish a long rest.
Other Legendary Figures
This class is an attempt to translate the Revenant profession from Guild Wars 2 into D&D 5e; thus, its features use notable figures and their abilities from that game. Feel free to use other ancient, powerful spirits originating from your game's setting as you see fit: Work with your DM to see who you can channel from the lore of your game.
Assassin. Your spirit was a legendary scout, or a mercenary infamous for killing their targets in their sleep.
Centaur. Your spirit was a druid who seeks to protect nature even after death, or a kind master healer.
Demon. Your spirit was a feared conqueror, or an ancient soul that has been twisted beyond reason.
Dragon. Your spirit was a paragon of virtue and justice, or a playful archfey.
Dwarf. Your spirit was a champion of a bygone civilization, or a hero hellbent on revenge.
Renegade. Your spirit was a long-dead god of the hunt, or a leader of a band of vigilantes.
Ability Score Improvement
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.
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.
Stance Attunement
Invoking other legends takes an insurmountable amount of faith, dedication, and open-mindedness. At 5th, 7th, 11th, and 13th level you can channel one more legendary stance.
To attune yourself with a legend, you must first conduct a ritual that puts you in a state of meditation. You must be able to reach into the Mists while meditating, and from there, you have to find and commune with the legend that you want to attune yourself to.
Communing and attuning with the legend that you want to invoke offer a variety of experience. Some legends resist or simply refuse to initially allow you to use their power. However, there are others who welcome the experience of seeing the living world through your eyes!
Spirit Boon
By 9th level, you have become well-known among the spirits of the dead that wander in the Mists. You can cast the speak with dead spell once without requiring material components. Once you use this feature, you must finish a long rest before you can use it again.
Additionally, whenever you make a Charisma check when interacting with the undead, your proficiency bonus is doubled if it applies to the check.
Ancient Echo
At 11th level, your bond with the spirits that you channel invigorates you. Once after you take short or long rest, using Stance Swap grants you one of the following benefits depending on the legendary stance that you swapped to:
Assassin. You gain blindsight up to 30 feet until the start of your next turn.
Centaur. You gain temporary hit points equal to your revenant level.
Demon. You gain advantage on the next attack roll that you make before the end of your turn.
Dragon. Your movement speed increases by 10 feet until the start of your next turn.
Dwarf. You have advantage on the next saving throw that you make before the start of your next turn.
Renegade. You end one effect on yourself that is causing you to be charmed or frightened.
Unrelenting Assault
At 13th level, you can repeatedly step in and out of the Mists to get close to your enemies. As an action, you can teleport up to your movement speed for 4 times, each time to a creature that you can see, and make one weapon attack against them.
Once you use this feature, you can't use it again until you finish a short or long rest.
Contained Temper
By 15th level, you have learned to temper your mind from the overpowering influence of your spirits. You gain proficiency in Wisdom saving throws.
Timeless Body
Starting at 17th level, your attunement to the Mists warps the span of your life. You suffer none of the frailty of old age, and you can't be aged magically.
Roiling Mists
At 20th level, you can use your Stance Swap and gain benefits from Ancient Echo an unlimited number of times.
Additionally, you deal additional damage equal to half your revenant level on a critical hit.
Legendary Stances
As a revenant, you adapt yourself to the powers bestowed upon you by the ancient, powerful spirits lurking in the Mists. Those powers come to you in the form of stances, taught to you by the spirit that you are channeling.
Spirits teach different kinds of stances based on the power that they have retained for themselves long after their deaths. Some favor empowering one's self, electing to give boons that bolster the mind and body; others teach the revenant how to properly curse and make their enemies bow to them; a few impart a stance of neutrality, adaptable and unpredictable like the ocean tide in the midst of a battlefield.
The article Hidden Arcana: Role-Playing the Revenant does not particularly clarify what the revenants channel from the Mists other than they are "echoes of those who left an especially powerful imprint on the world of Tyria". I took the liberty of naming them "spirits" in this homebrew to ground the class a little more to 5e. —u/Wulfrics
Spirits vs. Echoes
Assassin
You have invoked Shiro Tagachi, harbinger of the Jade Winds to Cantha, or an equally notorious assassin. Searching for the spirit of an assassin in the Mists is difficult; most assassins can only be found in prisons guarded by watchful spectres, punished for their deeds before they died. No matter how you managed to commune with a legendary assassin, they have chosen to impart a fragment of their skill and power to you, giving you the ability to stalk and strike your enemies at their weakest.
Enchanted Daggers
At 3rd level, Shiro Tagachi grants you his enchanted jade daggers. You can make a ranged spell attack against a creature within 30 feet of you as a bonus action. On a hit, the target takes 1d4 slashing damage. The dagger then returns to the Mists and disappears.
The dagger's damage increases by 1d4 when you reach 10th level (2d4) in this class.
Aggressive Agility
Starting at 3rd level, you have advantage on Strength (Athletics) or Dexterity (Acrobatics) checks that you make when you encounter difficult situations while traveling across natural terrain or pursuing a creature, such as attempting to climb the wall of a building or trying to run across a sheet of ice.
Phase Traversal
By 6th level, you can forego one of your attacks when you take the Attack action on your turn and teleport up to your remaining movement speed to an unoccupied space that you can see.
Assassin's Presence
At 6th level, you and friendly creatures within 30 feet of you can walk stealthily at a normal pace after traveling for an hour or more.
Riposting Shadows
At 10th level, you can use a reaction to teleport into the Mists when you are hit by an attack or fail a saving throw against any effect that deals damage or causes you to be paralyzed, petrified, or stunned.
You return from the Mists at the start of your next turn, appearing at an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). After returning from the Mists in this manner, you gain advantage on the next attack roll that you make before the end of your turn.
Impossible Odds
At 14th level, you can use a bonus action to ask Shiro Tagachi to grant you the following benefits for 1 minute, or until you either dismiss them (no action required) or lose your concentration (as if you were concentrating on a spell):
- Your movement speed is doubled and doesn't provoke opportunity attacks.
- You can make one more attack when you take the Attack action on your turn.
Once you use this feature, you can't use it again until you finish a long rest.
Jade Winds
At 18th level, Shiro Tagachi allows you to summon the Jade Winds as an action. The Jade Winds whirl 30 feet around you in all directions. All creatures caught in the area must make a Dexterity saving throw.
On a failed save, the creature takes 4d6 bludgeoning damage and is stunned until the end of your next turn. Your weapon attacks ignore resistance and treat immunity as resistance on a creature stunned in this manner. On a success, the creature takes half as much damage and isn't stunned.
Once you use this feature, you can't use it again until you finish a long rest.
Centaur
You have invoked Ventari the centaur, spiritual father to the sylvari, or an equally wise soul. Spirits like Ventari are free to roam in the Mists, their wisdom and pursuit of peace needed where there is chaos and strife, and they are not one to shun a revenant away. In fact, pacifists like Ventari are keen to take revenants under their guidance: Through them, these spirits can share their hopes for the world, while for themself, the revenant takes the power to end violence and pave the way for peace and good will.
Project Tranquility
At 3rd level, Ventari grants you a copy of his tablet. The tablet appears at the closest unoccupied space within 30 feet of you whenever you use the Centaur Legendary Stance. It sheds bright light in a 10-foot radius and dim light for an additional 20 feet, is immune to all damage and conditions, and hovers 1 foot above the ground for as long as the stance is active. Friendly creatures within 10 feet of the tablet have advantage on Wisdom saving throws against being charmed or frightened.
It disappears if it is more than 30 feet from you at the end of your turn or if you dismiss it (no action required). You can use an action to summon Ventari's tablet.
As a bonus action, you can move Ventari's tablet to an unoccupied space that you can see within 30 feet of you and heal all friendly creatures within 10 feet of it for 1d4 hit points. The tablet's healing increases by 1d4 when you reach 10th level (2d4) in this class. You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a short or long rest.
Vital Blessing
Starting at 3rd level, you can add your proficiency bonus to a Wisdom (Medicine) check that you make when you try to stabilize a downed creature. A creatured stabilized in this manner regains 1 hit point and regains consciousness after 1 hour.
Protective Solace
At 6th level, you can use an action to summon a 10-foot radius protective barrier around Ventari's tablet that lasts for as long as the tablet is active.
You can use a reaction to deflect a ranged attack that hits a friendly creature within the barrier.
Words of Censure
By 6th level, whenever you make a Charisma (Persuasion) check when interacting with evil-aligned creatures, your proficiency bonus is doubled if it applies to the check.
Natural Harmony
By 10th level, you can use an action to make Ventari's tablet store its healing energy for 1 minute. When it ends, either because your concentration is broken, because you swapped stances, or because you decide to end it, the tablet sends a pulse of energy that heals all friendly creatures within a 30-foot radius sphere centered around it.
The tablet can initially heal 10 hit points in this manner. For every turn where your concentration is not broken, its healing increases by 5.
Once you use this feature, you can't use it again until you finish a long rest.
Purifying Essence
At 14th level, you can use an action to end one condition or harmful effect on each friendly creature within 30 feet of Ventari's tablet.
Once you use this feature, you can't use it again until you finish a short or long rest.
Energy Expulsion
By 18th level, Ventari allows you to use the energy of his tablet to hurt other creatures only as an absolute necessity. You can use an action to make the tablet expel a shockwave of energy. All creatures of your choosing within 60 feet of the tablet must succeed on a Strength saving throw. On a failed save, a creature takes 4d6 force damage and is pushed 10 feet away from you. On a success, a creature takes half as much damage as isn't pushed away.
The shockwave ends grants temporary hit points equal to your revenant level. Ventari's tablet is then lost.
Once you use this feature, you can't use it again until you finish a long rest.
Demon
You have invoked Mallyx the Unyielding, or other powerful demons lurking and biding their time in the Mists. These creatures pursue ambitions that are as fickle as they are destructive, and channeling them is always a dangerous gambit: A demon always seeks to conquer a revenant's body for their own, and they will not hesitate to seize the opportunity to exploit a weakness in their vessel. A revenant willing to take the risk, however, is granted access to a demon's terrible power, giving them the capacity to truly strike fear and despair into the hearts of their enemies.
Empowering Misery
At 3rd level, whenever you take damage from an attack, you can use a reaction to make a melee weapon attack against a creature within range. On a hit, the creature takes an additional 1d4 necrotic damage.
The damage increases by 1d4 when you reach 10th level (2d4).
Acolyte of Torment
Starting at 3rd level, you learn to read Abyssal, but you can't speak or write it.
Pain Absorption
At 6th level, whenever you see a friendly creature within 30 feet of you take damage or receive a harmful effect, you can use a reaction to transfer that damage or effect to yourself. You have resistance against the damage type of the damage that you have taken from that creature until the start of your next turn.
The damage that you received in this manner cannot be reduced or prevented in any way.
Abyssal Chill
Starting at 6th level, you exude an unnatural chill. After traveling for an hour or more, you and friendly creatures within 30 feet of you become immune to weather conditions caused by extreme heat.
Banish Enchantment
At 10th level, you can use an action to rend the will of your enemies. Make a ranged spell attack against a creature within 30 feet of you. You are proficient with it, and you add your Charisma modifier to its attack and damage rolls. On a hit, the creature takes 2d6 psychic damage and must make a Wisdom saving throw. On a failed save, the creature is frightened of you and gets disadvantage on the next saving throw that it makes before the start of your next turn.
Call to Anguish
At 14th level, you can use an action to move up to your movement speed to an unoccupied space that you can see. This movement does not provoke opportunity attacks. As part of this action, you let out a roar that shakes the hearts of creatures within 30 feet of you. Creatures within 30 feet of you who can see and hear you must make a Wisdom saving throw.
On a failed save, the creature uses their reaction to move up to their movement speed unwillingly towards you and attack the nearest creature (other than you) that they can see.
Once you use this feature, you can't use it again until you finish a long rest.
Embrace the Darkness
At 18th level, you can as a bonus action to gain the following benefits for 1 minute or until you either dismiss them (no action required) or lose your concentration (as if you were concentrating on a spell):
- Your weapon attacks score a critical hit on a roll of 19 or 20.
- Once per turn, you can gain advantage on an attack roll.
You make a Constitution saving throw once Embrace the Darkness ends. On a failed save, you take 4d6 necrotic damage and three levels of exhaustion. On a success, you take half as much damage and aren't exhausted. This damage cannot be reduced or prevented in any way.
Once you use this feature, you can't use it again until you finish a long rest.
Dragon
You have invoked Glint, former scion of the Crystal Elder Dragon, or one of the ancient champions of history. These spirits are heralds of virtue and justice, though their intentions may be mired in self-interest and a staunch, misguided belief that they are always right. They see revenants as a means to an end, and it is one where their will is realized to the living world. Instead of granting their revenants powers like their own, these spirits impart facets of themselves and eventually mold the revenant into their own image.
Facet of Light
At 3rd level, you can use an action to grant yourself and friendly creatures within 30 feet of you darkvision up to 60 feet for 1 minute. The effect ends if you either use a bonus action to dismiss it or lose your concentration (as if you were concentrating on a spell).
If you end Facet of Light early, you gain advantage on one ability check that relies on sight or attack roll that you make within the next 10 minutes.
Once you use this feature, you can't use it again until you finish a short or long rest.
Rising Momentum
Starting at 3rd level, your pace doubles after traveling for an hour or more.
Facet of Darkness
At 6th level, you can use an action to make yourself and friendly creatures within 30 feet of you invisible for 1 minute. Anything that you are wearing or carrying is invisible as long as it is on your person. The effect ends if you either use a bonus action to dismiss it, lose your concentration (as if you were concentrating on a spell), or if you attack or cast a spell.
If you end Facet of Darkness early, you gain advantage on one Stealth check that you make within the next 10 minutes.
Once you use this feature, you can't use it again until you finish a short or long rest.
Draconic Fortitude
Starting at 6th level, your hit point maximum increases by half your level (minimum 1).
Facet of Elements
At 10th level, you can use a bonus action to grant yourself and friendly creatures within 30 feet of you the following benefits for 1 minute. The effects end if you either use a bonus action to dismiss them or lose your concentration (as if you were concentrating on a spell):
- You ignore difficult terrain.
If you end Facet of Elements early, you can breathe Mistborn dragon fire in a 30-foot cone as part of that bonus action. Each creature caught in the cone must make a Dexterity saving throw, taking 2d6 radiant damage on a failed save, or half as much damage on a successful one.
Once you use this feature, you can't use it again until you finish a long rest.
Facet of Strength
At 14th level, you can use a bonus action to grant yourself and friendly creatures within 30 feet of you a bonus to your attack rolls equal to your Charisma modifier for 1 minute. The effect ends if you either use a bonus action to end it or lose your concentration (as if you were concentrating on a spell).
If you end Facet of Strength early, the one attack that you inflict on a creature within the next 1 minute deals twice its damage dice.
Once you use this feature, you can't use it again until you finish a long rest.
Facet of Chaos
At 18th level, you can use a bonus action to grant yourself and friendly creatures within 30 feet of you resistance to acid, cold, fire, lightning, and poison damage for 1 minute. The effect ends if you either use a bonus action to end it or lose your concentration (as if you were concentrating on a spell).
If you end Facet of Chaos early, you summon a blast of wind to knock back your enemies as part of that bonus action. Creatures within 30 feet of you must succeed on a Dexterity saving throw or take 4d6 bludgeoning damage and be knocked prone.
Once you use this feature, you can't use it again until you finish a long rest.
Dwarf
You have invoked King Jalis Ironhammer, the last king of the Deldrimor dwarves, or a vengeful, exacting spirit. These spirits tend to linger in the Mists restlessly, perpetually stuck in a goal that they cannot achieve. They are unscrupulous and fair, and their powers demand equivalent exchange in all the parties involved. Revenants who channel these spirits are quick to put themselves in harm's way if it meant protecting that which is precious to them, and they are just as quick in exacting retribution from their enemies.
Soothing Stone
At 3rd level, you can use a bonus action to summon a soothing stone to help you evade from attacks. The soothing stone hovers 1 foot above the ground at a point that you can see within 10 feet of you. You gain a +2 bonus to AC until the start of your next turn.
Once you use this feature, you can't use it again until you finish a short or long rest.
Enduring Recovery
Starting at 3rd level, you can gain twice the hit points that you receive when you use one of your hit dice once per long rest.
Inspiring Reinforcement
At 6th level, you can use an action to conjure a spectral, opaque stone wall that is 30 feet long and 10 feet high, and it lasts until the start of your next turn. Friendly creatures within 5 feet of either side of the wall gain the benefits of half cover and have advantage on their next attack roll.
Once you use this feature, you can't use it again until you finish a short or long rest.
Eye for an Eye
Starting at 6th level, you have advantage on Wisdom (Insight) checks that you make when determining if a creature is lying.
Forced Engagement
At 10th level, you can use an action to conjure a spectral chain and make a ranged spell attack against a creature within 30 feet of you. On a hit, the target takes 2d10 force damage. Hit or miss, the chain then hurls more chains to creatures nearby. Creatures within 10 feet of the target must make a Wisdom saving throw. On a failed save, the creature unwillingly uses its reaction to move up to its movement speed and try to attack the original target of the chains.
Once you use this feature, you can't use it again until you finish a short or long rest.
Vengeful Hammers
At 16th level, you can use an action to conjure a set of spectral hammers that revolve up to 30 feet around you. The hammers move with you and last for 1 minute, or until you either dismiss them (no action required) or lose your concentration (as if you were concentrating on a spell).
Whenever a creature gets or starts its turn within 5 feet of the hammers, they must make a Dexterity saving throw. On a failed save, the creature takes 2d6 force damage and is knocked prone. On a success, the creature takes no damage and isn't knocked prone.
Once you use this feature, you can't use it again until you finish a long rest.
Rite of the Great Dwarf
At 18th level, you can use an action to turn your skin into stone. You and friendly creatures within 10 feet of you gain the following benefits for 1 minute or until you either dismiss them (no action required) or lose your concentration (as if you were concentrating on a spell):
- You have resistance to bludgeoning, piercing, and slashing damage.
- You gain a bonus to Constitution saving throws equal to your Charisma modifier.
Once you use this feature, you can't use it again until you finish a long rest.
Renegade
You have invoked Kalla Scorchrazor, the great charr revolutionary, or a druid of the great wild packs in the Mists. These ancient spirits are believers of freedom, and they find their greatest strength in sheer numbers: They command lesser specters, though it is actually from them where they draw the bulk their power. While elusive, a willing spirit of this streak grants their revenant a pack of their own, imparting the lesson that it is better to fight with one's companions by one's side.
Breakrazor's Bastion
At 3rd level, you can use a bonus action to summon Era Breakrazor at an unoccupied space within 10 feet of you that you can see. This specter grants you and friendly creatures within 30 feet of you advantage on one saving throw that you make against a harmful effect within the next minute. Breakrazor then disappears.
Once you use this feature, you can't use it again until you finish a short or long rest.
Ashen Demeanor
Starting at 3rd level, you can add your proficiency bonus to Charisma (Deception) checks that you make when you try to make or keep an unreadable expression.
Razorclaw's Edge
At 6th level, you can use a bonus action to summon Centurion Jas Razorclaw at an unoccupied space within 30 feet of you that you can see. Once, whenever you or a friendly creature within 30 feet of Razorclaw that can see her uses the Attack action on their turn, they can make one of their attacks originate from Razorclaw's space. On a hit, the attack deals an additional 1d6 damage, and they are unable to regain any hit points until the start of your next turn. Razorclaw disappears after the attack.
Once you use this feature, you can't use it again until you finish a short or long rest.
All for One
Starting at 6th level, you gain a +1 bonus to one ability check that you make within the next hour for every friendly creature that you have within 10 feet of you, up to a maximum of +3.
Once you use this feature, you can't use it again until you finish a short or long rest.
Darkrazor's Daring
At 10th level, whenever you take damage from an attack, you can use a reaction to summon Kus Darkrazor at an unoccupied space within 5 feet of you and disrupt that attack. The creature who hit you must make a Wisdom saving throw. On a failed save, the damage you take from the attack is reduced by an amount equal to your Charisma modifier + your revenant level, and the creature is forced to use its bonus action to move up to its movement speed, provoking no opportunity attacks, and make an attack against another creature of your choosing within its reach. Darkrazor then disappears.
Once you use this feature, you can't use it again until you finish a short or long rest.
Icerazor's Ire
At 16th level, you can use as an action to summon Visk Icerazor at an unoccupied space within 30 feet of you that you can see and bombard your enemies with random conditions. Creatures within 60 feet of Icerazor must succeed on a Wisdom saving throw or take a random condition for 1 minute, as described in the Conditions table. Icerazor then disappears.
Conditions
d6 | Condition |
---|---|
1 | Blinded |
2 | Deafened |
3 | Frightened |
4 | Poisoned |
5 | Stunned |
6 | Unconscious |
The creature can make a Wisdom saving throw at the end of each of their turns, ending the effect on a success.
Once you use this feature, you can't use it again until you finish a long rest.
Soulcleave's Summit
At 18th level, you can use an action to summon Lieutenant Ofela Soulcleave at an unoccupied space within 30 feet of you that you can see. Soulcleave stays at a point that you can see within 30 feet of you for 1 minute, or until you either dismiss her (no action required) or lose your concentration (as if you were concentrating on a spell). Weapon attacks made by friendly creatures within 30 feet of Soulcleave heal for half the damage that the targets receive.
Once you use this feature, you can't use it again until you finish a long rest.
Traits
If a trait has prerequisites, you must meet them to learn it. You can learn the trait at the same time that you meet its prerequisites, but you can use it only if you prepared it after you take a long rest. A level prerequisite refers to your level in this class.
Battle Scarred
Prerequisite: Legendary Assassin Stance
You can mark 1 fleeing creature with a bonus action. For 24 hours, you have advantage on Wisdom (Survival) checks made to track the marked creature.
Blinding Truth
Prerequisite: Legendary Centaur Stance
You can use an action to make Ventari's tablet emit a bright pulse. Creatures of your choosing within 30 feet of the tablet must make a Constitution saving throw or be blinded for 1 minute. The creature can repeat the saving throw at the end of each of their turns, ending the effect on a success.
Once you use this feature, you can't use it again until you finish a short or long rest.
Blood Fury
Prerequisites: Legendary Renegade Stance
Whenever the hit points of a friendly creature that you can see within 30 feet of you are reduced to 0, you can use a reaction make a melee weapon attack against a creature within reach.
Bold Reversal
Prerequisites: Legendary Renegade Stance, 9th level
Whenever you break out of an effect that caused you to be charmed or incapacitated, you can make an additional melee weapon attack as part of that same action.
Brutality
Prerequisites: Legendary Assassin Stance, 13th level
When you draw a weapon as part of the Attack action on your turn, you can make one additional attack roll.
Once you use this feature, you can't use it again until you finish a short or long rest.
Charged Mists
Prerequisite: 17th level
You can make one more bonus action whenever you use Stance Swap.
Cleansing Channel
You can use an action to detect places altered by magic within 1 mile of you.
Close Quarters
Prerequisite: Legendary Dwarf Stance
Your unarmed strikes deal 1d6 + your Strength modifier.
Core Value
Prerequisites: Legendary Dragon Stance
You can spend 1 minute studying a treasure, such as an art object or a gemstone, after which you learn its value.
Draconic Echo
Prerequisites: Legendary Dragon Stance, 13th level
You can speak, read, and write Draconic. Additionally, you have advantage on Intelligence and Wisdom checks made when you are investigating or studying an area or an object related to dragons.
Prerequisite: Legendary Demon Stance You have advantage on Strength (Athletics) or Dexterity (Acrobatics) checks that you make against being grappled or restrained. Prerequisites: Legendary Demon Stance, 5th level You have advantage on saving throws against being charmed or frightened. Prerequisites: Legendary Dwarf Stance, 5th level You can add your proficiency bonus to your attack rolls when you use improvised weapons. Prerequisite: Legendary Dragon Stance You no longer need to sleep. To gain the benefits of a long rest, you can spend 8 hours meditating or doing light activity. Prerequisite: Legendary Assassin Stance You can spend 1 minute outside of combat to study a creature's defenses. When you do so, the creature becomes vulnerable to damage from your weapon attacks at the first round of combat. Prerequisite: 9th level The next time you hit a creature with a melee weapon attack, you can use a bonus action to deal 1d6 force damage.Demonic Defiance
Demonic Resistance
Dwarven Battle Training
Elder's Respite
Expose Defenses
Ferocious Aggression
Forceful Persistence
Prerequisites: Legendary Dragon Stance, 17th level
You gain resistance to radiant and necrotic damage.
Hardening Persistence
Prerequisites: Legendary Dragon Stance, 5th level
When you are not wearing armor, your AC equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.
Healer's Gift
Prerequisite: Legendary Centaur Stance
You can spend 10 minutes blessing up to 10 lbs. of food that you or creatures friendly to you have foraged. When you do so, the foraged food grants 5 temporary hit points per 2 lbs.
Heartpiercer
Prerequisites: Legendary Renegade Stance, 5th level
Once when you take the Attack action on your turn and hit a creature with a ranged weapon attack, the creature makes a Constitution saving throw. On a failed save, they can't regain any hit points until the start of your next turn.
Invoking Harmony
Prerequisite: Legendary Centaur Stance, 9th level
You can use a reaction to touch a creature and remove advantage or disadvantage from their next ability check, attack roll, or saving throw.
Once you use this trait, you can't use it gain until you finish a short or long rest.
Invoking Torment
Prerequisite: Legendary Demon Stance
Once per short or long rest when you use Stance Swap to invoke the Legendary Demon Stance, creatures within 10 feet of you must make a Wisdom saving throw. On a failed save, the creature is frightened of you until the start of your next turn.
Lasting Legacy
Prerequisites: Legendary Renegade Stance, 17th level
You can spend 12 hours to cast a ritual over a 1-mile radius area. When you do so, the area gains the following benefits until you cast the ritual over another area again:
- Celestials, elementals, and fiends cannot pass through the area.
- A 10-foot radius portal to the Mists appears in the middle of the area.
- Your group can't become lost in the area.
- When you forage in the area, you find twice as much food as you normally would.
Notoriety
Prerequisites: Legendary Assassin Stance, 5th level
You can spend 10 minutes regaling tales of your notoriety. When you do so, you gain advantage on your next Charisma (Intimidation) check.
Pact of Pain
Prerequisites: Legendary Demon Stance, 9th level
You can spend 10 minutes forcing a creature to do your bidding. The creature must be able to see, hear, and understand you. When you do so, the creature must make a Charisma saving throw. On failed save, the creature is forced to follow any and all courses of action that you make it do over the next 24 hours. It takes 1d6 psychic damage whenever it deliberately disobeys you or fails to follow your orders.
Permeating Pestilence
Prerequisites: Legendary Demon Stance, 17th level
You can use an action to try and transfer a harmful effect or condition from you to a creature within 15 feet of you. The creature must make a Charisma saving throw. On a failed save, you end the harmful effect or condition on you, and the creature is afflicted with it for the rest of its duration.
Once you use this feature, you can't use it again until you finish a long rest.
Planar Protection
Prerequisite: Legendary Dwarf Stance
You can spend 10 minutes warding a 20-foot radius area. When you do so, you and friendly creatures within the area are hidden from divination magic and can't be perceived through magical scrying censors for 8 hours.
Rapid Flow
Prerequisite: 5th level
You can use a reaction when you fall to reduce the damage that you take by an amount equal to your Charisma modifier + your revenant level.
Resilient Spirit
Prerequisites: Legendary Centaur Stance, 5th level
You have advantage on Constitution saving throws made to resist natural poisons and toxic fumes.
Righteous Rebel
Prerequisites: Legendary Renegade Stance, 13th level
You have advantage on Charisma checks that you make when interacting with creatures of chaotic alignment.
Rising Tide
You can breathe underwater and gain swimming speed equal to your movement speed.
Selfless Amplification
Prerequisites: Legendary Centaur Stance, 17th level
You can use a bonus action to double the hit points that you gain from your Project Tranquility feature until the start of your next turn.
Once you use this feature, you can't use it again until you finish a long rest.
Shining Aspects
Prerequisites: Legendary Dragon Stance, 9th level
Darkvision that you grant from Facet of Light increases by 30 feet and can now see through magical darkness made by spells of 5th-level or lower.
Song of the Mists
Prerequisite: 13th level
You can spend 1 minute calling for spirits from the Mists to aid you. When you do so, you and friendly creatures within 30 feet of you gain a bonus to one ability check of your choice equal to your Charisma modifier for 1 hour.
Swift Termination
Prerequisites: Legendary Assassin Stance, 17th level
When you land a critical hit on a creature, you can use a bonus action to reduce its hit points to 0.
Once you use this feature, you can't use it again until you finish a long rest.
Thrill of Combat
Prerequisites: Legendary Assassin Stance, 9th level
You can now use Dash as a bonus action.
Unwavering Avoidance
Prerequisites: Legendary Dwarf Stance, 9th level
You add your Charisma modifier to Dexterity saving throws.
Unyielding Devotion
Prerequisites: Legendary Centaur Stance, 13th level
Whenever the hit points of a creature within 30 feet of Ventari's tablet is reduced to 0, you can use a reaction to transfer the damage that they received to you. This damage cannot be reduced or prevented in any way. The creature regains 1 hit point.
Once you use this feature, you can't use it again until you finish a long rest.
Versed in Stone
Prerequisites: Legendary Dwarf Stance, 13th level
You can speak, read, and write Dwarvish. Additionally, you have advantage on Intelligence checks made when you are investigating or studying dwarven stonework.
Vicious Reprisal
Prerequisites: Legendary Dwarf Stance, 17th level
Whenever a creature tries to attack you and misses, you can use a reaction to rebuke them. Make a Charisma (Intimidation) check contested by the creature's Wisdom (Insight) check. On a success, the creature has disadvantage on attack rolls that target you until the start of your next turn.
Once you use this trait, you can't use it again until you finish a long rest.
Wrought-Iron Will
Prerequisite: Legendary Renegade Stance
You can use an action to grant yourself and friendly creatures within 30 feet of you advantage on your attack rolls until the end of your next turn.
Once you use this trait, you can't use it again until you finish a short or long rest.
Yearning Empowerment
Prerequisites: Legendary Demon Stance, 13th level
Whenever a creature makes a saving throw to resist a harmful effect inflicted by you, you can use a reaction to impose disadvantage on the save.
Once you use this trait, you can't use it again until you finish a short or long rest.
Created by: u/Wulfrics, using GM Binder
Credits
Feedback: Adrin#2127, Pittoo#1964
Artwork and Graphics: Naomi Baker, Guild Wars 2 Concept Art
Changelog: Link