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 \columnbreak
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
> ##### Spirits vs. Echoes > The article [*Hidden Arcana: Role-Playing the Revenant*](https://www.guildwars2.com/en/news/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 CLASS FEATURES | REVENANT \pagebreakNum ### 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. \columnbreak #### 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 your next attack roll 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. REVENANT | LEGENDARY ASSASSIN STANCE \pagebreakNum ### 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. \columnbreak #### 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. LEGENDARY CENTAUR STANCE | REVENANT \pagebreakNum ### 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. \columnbreak #### 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. REVENANT | LEGENDARY DEMON STANCE \pagebreakNum ### 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). \columnbreak #### 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. LEGENDARY DRAGON STANCE | REVENANT \pagebreakNum ### 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. \columnbreak #### 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. REVENANT | LEGENDARY DWARF STANCE \pagebreakNum ### 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. \columnbreak #### 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. LEGENDARY RENEGADE STANCE | REVENANT \pagebreakNum ## 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. \columnbreak #### 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. #### Demonic Defiance *Prerequisite: Legendary Demon Stance* You have advantage on Strength (Athletics) or Dexterity (Acrobatics) checks that you make against being grappled or restrained. #### Demonic Resistance *Prerequisites: Legendary Demon Stance, 5th level* You have advantage on saving throws against being charmed or frightened. #### Dwarven Battle Training *Prerequisites: Legendary Dwarf Stance, 5th level* You can add your proficiency bonus to your attack rolls when you use improvised weapons. #### Elder's Respite *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. #### Expose Defenses *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. #### Ferocious Aggression *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. REVENANT | TRAITS \pagebreakNum #### 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. \columnbreak #### 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. TRAITS | REVENANT \pagebreakNum #### 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. \columnbreak #### 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. > ##### Credits > **Created by:** u/Wulfrics, using [*GM Binder*](https://www.gmbinder.com/) > **Feedback:** Adrin#2127, Pittoo#1964 > **Artwork and Graphics:** [*Naomi Baker*](https://naomiful.tumblr.com/post/135719416726/revenant-concept), [*Guild Wars 2 Concept Art*](https://www.guildwars2.com/en/media/concept-art/) > **Changelog:** [*Link*](https://docs.google.com/document/d/1LsSsiYivO0FRI1coscNEmjXvGMVfLXZQP5pG0tdPkxg/edit?usp=sharing) REVENANT | TRAITS 14
—u/Wulfrics
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.
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.
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.
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.
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.
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.
You can make one more bonus action whenever you use Stance Swap.
Your unarmed strikes deal 1d6 + your Strength modifier.
You can spend 1 minute studying a treasure, such as an art object or a gemstone, after which you learn its value.
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. #### Demonic Defiance *Prerequisite: Legendary Demon Stance* You have advantage on Strength (Athletics) or Dexterity (Acrobatics) checks that you make against being grappled or restrained. #### Demonic Resistance *Prerequisites: Legendary Demon Stance, 5th level* You have advantage on saving throws against being charmed or frightened. #### Dwarven Battle Training *Prerequisites: Legendary Dwarf Stance, 5th level* You can add your proficiency bonus to your attack rolls when you use improvised weapons. #### Elder's Respite *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. #### Expose Defenses *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. #### Ferocious Aggression *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. REVENANT | TRAITS \pagebreakNum #### 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. \columnbreak #### 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. TRAITS | REVENANT \pagebreakNum #### 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. \columnbreak #### 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. > ##### Credits > **Created by:** u/Wulfrics, using [*GM Binder*](https://www.gmbinder.com/) > **Feedback:** Adrin#2127, Pittoo#1964 > **Artwork and Graphics:** [*Naomi Baker*](https://naomiful.tumblr.com/post/135719416726/revenant-concept), [*Guild Wars 2 Concept Art*](https://www.guildwars2.com/en/media/concept-art/) > **Changelog:** [*Link*](https://docs.google.com/document/d/1LsSsiYivO0FRI1coscNEmjXvGMVfLXZQP5pG0tdPkxg/edit?usp=sharing) REVENANT | TRAITS 14
You have advantage on Strength (Athletics) or Dexterity (Acrobatics) checks that you make against being grappled or restrained.
You have advantage on saving throws against being charmed or frightened.
You can add your proficiency bonus to your attack rolls when you use improvised weapons.
You no longer need to sleep. To gain the benefits of a long rest, you can spend 8 hours meditating or doing light activity.
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.
The next time you hit a creature with a melee weapon attack, you can use a bonus action to deal 1d6 force damage.
You gain resistance to radiant and necrotic damage.
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.
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.
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.
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.
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.
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. \columnbreak #### 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. TRAITS | REVENANT \pagebreakNum #### 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. \columnbreak #### 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. > ##### Credits > **Created by:** u/Wulfrics, using [*GM Binder*](https://www.gmbinder.com/) > **Feedback:** Adrin#2127, Pittoo#1964 > **Artwork and Graphics:** [*Naomi Baker*](https://naomiful.tumblr.com/post/135719416726/revenant-concept), [*Guild Wars 2 Concept Art*](https://www.guildwars2.com/en/media/concept-art/) > **Changelog:** [*Link*](https://docs.google.com/document/d/1LsSsiYivO0FRI1coscNEmjXvGMVfLXZQP5pG0tdPkxg/edit?usp=sharing) REVENANT | TRAITS 14
You can spend 10 minutes regaling tales of your notoriety. When you do so, you gain advantage on your next Charisma (Intimidation) check.
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.
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.
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.
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.
You have advantage on Constitution saving throws made to resist natural poisons and toxic fumes.
You have advantage on Charisma checks that you make when interacting with creatures of chaotic alignment.
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.
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.
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.
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.
You can now use Dash as a bonus action.
You add your Charisma modifier to Dexterity saving throws.
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.
You can speak, read, and write Dwarvish. Additionally, you have advantage on Intelligence checks made when you are investigating or studying dwarven stonework.
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.
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.
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.
> ##### Credits > **Created by:** u/Wulfrics, using [*GM Binder*](https://www.gmbinder.com/) > **Feedback:** Adrin#2127, Pittoo#1964 > **Artwork and Graphics:** [*Naomi Baker*](https://naomiful.tumblr.com/post/135719416726/revenant-concept), [*Guild Wars 2 Concept Art*](https://www.guildwars2.com/en/media/concept-art/) > **Changelog:** [*Link*](https://docs.google.com/document/d/1LsSsiYivO0FRI1coscNEmjXvGMVfLXZQP5pG0tdPkxg/edit?usp=sharing)