A revenant is a returned soul whose unfinished purpose has given death no final claim. Revenants fight with grim resolve, turning pain and memory into supernatural momentum; they can cross the threshold of death, protect companions, and make even the powerful answer for what they have done. Their niche is a durable martial hybrid with potent rescue, pursuit, and control tools—not spellcasting, but a supernatural presence that makes every battle feel personal.
Death had its chance. You have unfinished business.
Hybrid: durable martial combatant, focused pursuer, and reactive protector with strong supernatural narrative utility.
RRevenant
At a glance
Level
1
Proficiency
+2
bonus at this level
Hit die d10
PrimaryStrength or DexterityCharisma
Features
22, levels 1 to 20
1Level 1, reached
Returned and Remembrance Dice
You gain proficiency with martial weapons, light and medium armor, shields, and two skills chosen from your class list. You know the Revenant’s Mark feature and gain a pool of Remembrance Dice, which are d6s; you have two dice, and regain all expended dice when you finish a Short or Long Rest.
Revenant’s Mark
As a Bonus Action, mark one creature you can see within 60 feet for 1 minute. Once on each of your turns when you hit the marked creature with an attack, deal extra force damage equal to one roll of your Remembrance Die. The mark ends early if you mark another creature or become incapacitated.
2Level 2
Refuse the Ending
When you or a creature you can see within 30 feet takes damage, you can use your Reaction and expend a Remembrance Die to reduce that damage by the number rolled plus your Charisma modifier (minimum reduction of 1). If this reduces the damage to 0, the protected creature can move 5 feet without provoking Opportunity Attacks.
3Level 3
Returned Calling
Choose a subclass, which grants features at levels 3, 6, 10, and 14. You also learn to speak, read, and write one language of your choice, often one connected to your former life or the dead.
Deepening Memory
Your Remembrance Dice become d8s. When you roll Initiative and have no Remembrance Dice remaining, you regain one die.
4Level 4
Ability Score Improvement
5Level 5
Extra Attack
When you take the Attack action, you can attack twice instead of once. You can replace one of these attacks with a use of Refuse the Ending, targeting a creature you can see within range.
6Level 6
Unquiet Resolve
You gain your subclass feature. In addition, you have Advantage on saving throws against being Frightened, and you can’t be magically put to sleep.
7Level 7
Unerring Pursuit
When you use Revenant’s Mark, you can expend a Remembrance Die to mark the target without using a Bonus Action. Until the mark ends, you also know the direction to the target while it is on the same plane of existence and within 1 mile.
8Level 8
Ability Score Improvement
9Level 9
Memory Made Manifest
Your Remembrance Dice become d10s. When you finish a Short Rest, you can choose one creature present and share a brief, vivid memory with it; the creature has Advantage on its next saving throw against being Frightened or Charmed before your next rest.
10Level 10
Death’s Familiarity
You gain your subclass feature. You also have Resistance to Necrotic damage, and you can go without air for a number of minutes equal to your Proficiency Bonus.
11Level 11
Intercession from Beyond
When you use Refuse the Ending, you can expend a second Remembrance Die to extend its range to 60 feet and reduce the damage by both dice plus your Charisma modifier. A creature protected this way can also stand up from Prone without spending movement.
12Level 12
Ability Score Improvement
13Level 13
The Unfinished Return
When you roll Initiative, you can regain up to two expended Remembrance Dice. Once you use this benefit, you can’t do so again until you finish a Long Rest.
14Level 14
No Hiding from the Dead
You gain your subclass feature. In addition, your marked target can’t benefit from being Invisible to you while it is within 30 feet of you, provided it isn’t behind Total Cover.
15Level 15
Unbreakable Memory
Your Remembrance Dice become d12s. When you roll Initiative and have fewer than two Remembrance Dice, you regain dice until you have two.
16Level 16
Ability Score Improvement
17Level 17
Not This Time
When you fail a saving throw, you can expend a Remembrance Die and add it to the roll, potentially turning the failure into a success. You can use this feature after seeing the roll but before the DM says whether it succeeds.
18Level 18
Double Reckoning
When you use Revenant’s Mark, you can mark up to two creatures you can see. The extra damage from the mark can apply to each marked creature once per turn, but you can still have only one active use of the feature at a time.
19Level 19
Ability Score Improvement and Epic Boon
20Level 20
Death Denied
When you are reduced to 0 Hit Points but not killed outright, you can expend any number of Remembrance Dice and drop to 1 Hit Point instead. You regain Hit Points equal to the total rolled plus your revenant level, and each creature of your choice within 10 feet takes Force damage equal to one roll of a Remembrance Die. Once used, this feature can’t be used again until you finish a Long Rest.
Core traits
Hit die
d10
Primary
Strength or DexterityCharisma
Saves
StrengthCharisma
Hit pointsHit Point Die: D10 per revenant level. Hit Points at 1st Level: 10 + your Constitution modifier. Hit Points at Higher Levels: (or 6) + your Constitution modifier per revenant level after 1st.
DefensesYou also gain Advantage on saving throws against being Frightened at level 6 and Resistance to Necrotic damage at level 10.
Armorlight armor, medium armor, shields.
Weaponssimple and martial weapons.
Toolsnone.
Skillschoose two from Athletics, Insight, Intimidation, Investigation, Medicine, Perception, Persuasion, and Survival.
ResourceRemembrance Dice: a pool of two dice at level 1, increasing to three at level 5, four at level 9, five at level 13, and six at level 17. Dice begin as d6s, becoming d8s at level 3, d10s at level 9, and d12s at level 15. You regain all dice on a Short or Long Rest, with additional recovery features at higher levels.
MulticlassingPrerequisite: Strength 13 or Dexterity 13, and Charisma 13. When you multiclass into revenant, you gain proficiency with light armor, medium armor, shields, and martial weapons. Remembrance Dice and class features use revenant level, not total character level.
Subclasses
3
Oathbound Pursuer
A promise narrowed into a weapon.
Level 3: Oathbound Pursuit—specializes in singling out a sworn foe.
Level 6: Relentless Advance—pressures marked enemies and resists forced movement.
Level 10: Name the Guilty—uses testimony and supernatural insight to expose a target.
Level 14: Final Reckoning—delivers a decisive burst against a long-pursued enemy.
Graveward
The dead stand watch so the living may continue.
Level 3: Graveward—shields allies with a protective aura of threshold-light.
Level 6: Borrowed Breath—helps an ally recover from a desperate blow.
Level 10: Circle of Vigil—steadies nearby companions against fear and death.
Level 14: Stand Between—intercepts a devastating attack meant for another.
Echo-Keeper
A life ends; its echoes do not.
Level 3: Echo-Keeper—draws strength from fragments of memory.
Level 6: Walk the Thin Place—slips briefly through barriers and danger.
Level 10: Unquiet Chorus—uses ancestral echoes to distract or reveal foes.
Level 14: Many Lives, One Will—channels stored memories into a dramatic battle-shaping effect.
Playing one
What it is
A revenant is a returned soul whose unfinished purpose has given death no final claim.
Revenants fight with grim resolve, turning pain and memory into supernatural momentum; they can cross the threshold of death, protect companions, and make even the powerful answer for what they have done. Their niche is a durable martial hybrid with potent rescue, pursuit, and control tools—not spellcasting, but a supernatural presence that makes every battle feel personal.
How to play one
Mark the enemy whose actions matter most, then stay close enough to punish or pursue it.
Save Remembrance Dice for moments that protect an ally, swing a saving throw, or keep you standing; your best turns combine steady weapon attacks with timely supernatural interventions. Roleplay the tension between your former life and the purpose that brought you back.
Make one
Personality
I remember small kindnesses with the same intensity others reserve for great sacrifices.
Ideal
A promise does not expire just because the person who made it died.
Bond
I will find the person or force that ended my life, though I do not yet know whether I seek justice, forgiveness, or answers.
Flaw
You can become fixated on completing an old promise even when circumstances have changed.
Quirk
You check that doors are unlocked before leaving a room, even if you entered through a window.
Personality
I remember small kindnesses with the same intensity others reserve for great sacrifices.
I speak plainly about death, but carefully about the people I lost.
I make room for the frightened and grieving before I make room for myself.
I find comfort in ordinary routines because they prove the world is still moving.
Ideals
A promise does not expire just because the person who made it died.
The living deserve the chance to choose their own path; I will not become another force controlling them.
Justice means naming the harm and repairing what can still be repaired, not simply taking revenge.
Bonds
I will find the person or force that ended my life, though I do not yet know whether I seek justice, forgiveness, or answers.
Someone living remembers me as I was, and I must protect that memory from what I have become.
My return is bound to a promise I made; I will not rest until it is fulfilled.
Flaws
You can become fixated on completing an old promise even when circumstances have changed.
You sometimes treat your own survival as less important than everyone else’s.
A fragment of your death returns at the worst moments, leaving you distant or dangerously angry.
Quirks
You check that doors are unlocked before leaving a room, even if you entered through a window.
You sometimes pause to listen for a heartbeat that is no longer there.
You keep a small object from your first life and touch it before a difficult choice.
You introduce yourself with your current name, then quietly add the name you used to bear.
In the world
Training
No academy can reliably make a revenant.
Most return after a death bound to an unfinished purpose, though a rare few are called back by a community’s grief or a promise made in extremis. Established circles teach new revenants how to distinguish their own will from the force that returned them, then train them in weapon craft, restraint, and the care of the living.
How others see them
People may see a revenant as a miracle, a curse, or an accusation made flesh.
Those who have lost someone often seek comfort or answers, while the powerful may fear a witness who cannot be silenced by ordinary death.
Famous practitioners
RevenantMara Venn, the Last LanternA former battlefield medic who returned to guide the dead away from a valley where the war never truly ended.
RevenantOrrick Vale, the Unburied JudgeA quiet magistrate whose second life is spent uncovering the names erased from the city’s records.
RevenantSable-of-the-Third-DawnA masked duelist said to appear wherever a tyrant’s sworn oath is broken.
Factions
The Second Vigil
A loose fellowship that helps newly returned souls understand their condition and choose a purpose beyond vengeance.
The Unclosed Ledger
A network of revenants and living advocates who investigate disappearances, falsified deaths, and unresolved crimes.
The Ashen Threshold
A martial tradition that trains revenants to guard roads and settlements haunted by mass death.
Regions
The Red Marches
In borderlands scarred by recurring wars, returned souls are treated as both omens and practical guardians.
The Old Below
Cities with deep catacombs and crowded histories foster discreet revenant circles devoted to testimony and investigation.
The Quiet Reach
Remote settlements near mass graves teach the returned to protect the living without letting grief rule them.
Character hooks
You woke beneath a battlefield with no memory of the war, but every veteran you meet recognizes your face.
A village keeps your old room untouched, unaware that you have returned in a different body.
You died saving a stranger who now carries the only clue to why you came back.
Your killer has become a respected leader, and exposing the truth may endanger everyone who trusts them.
You were revived by a grieving community, but the force that answered their plea is not the one they expected.
Each time you return from death, a different memory vanishes; you adventure to discover which memories are worth keeping.
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