A revenant is someone death refused to keep. Bound to a vow, a memory, or an unfinished life, revenants fight with the strength of their own return: spectral force answers their blows, the dying can hear their voice, and fatal wounds become temporary setbacks. A revenant can be a relentless front-line combatant, a supernatural investigator, or a protector who stands between the living and the dead. Their power is not borrowed from death; it is the fury of a life that insists on continuing.
Death had its chance. You have unfinished business.
Hybrid martial combatant, supernatural investigator, and death-defying protector.
RRevenant
At a glance
Level
1
Proficiency
+2
bonus at this level
Hit die d10
PrimaryConstitutionStrength or Dexterity
Features
21, levels 1 to 20
1Level 1, reached
Vow of Return
You gain a pool of Vengeance points equal to your Proficiency Bonus plus your Constitution modifier (minimum 1), regained when you finish a Long Rest. You can expend 1 point when you hit with a weapon attack to deal an extra 1d8 Necrotic or Radiant damage and mark the target until the end of your next turn; once per turn, when you or an ally hits your marked target, that attacker gains Temporary Hit Points equal to your Proficiency Bonus.
Last Witness
You gain proficiency in two skills from the revenant skill list. You can speak with a creature that died within the last 24 hours for 1 minute, asking it questions it could answer in life; it need not answer truthfully. Once you use this benefit, you can't use it again until you finish a Long Rest.
2Level 2
Unquiet Step
As a Bonus Action, expend 1 Vengeance point to teleport up to 30 feet to an unoccupied space you can see. You can instead move through creatures and objects, but must end in an unoccupied space; if you end inside an object, you are shunted to the nearest space and take 1d10 Force damage.
3Level 3
Revenant Path
Choose a revenant path that shapes how your unfinished life takes form. You gain its features at levels 3, 6, 10, and 14.
4Level 4
Ability Score Improvement
5Level 5
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
6Level 6
Path Feature
You gain a feature from your Revenant Path.
7Level 7
Death Refused
You have Advantage on saving throws against being Frightened or possessed. When you are reduced to 0 Hit Points but not killed outright, you can expend 1 Vengeance point to drop to 1 Hit Point instead; you can do so once per Long Rest.
8Level 8
Ability Score Improvement
9Level 9
Unfinished Business
When you hit a creature with a weapon attack, you can mark it as your quarry until you finish a Short or Long Rest, or mark another creature. You always know the direction to your quarry while it is on the same plane of existence, and you have Advantage on Wisdom (Survival) checks to track it.
10Level 10
Path Feature
You gain a feature from your Revenant Path.
11Level 11
Relentless Reckoning
Once on each of your turns when you hit your marked target with a weapon attack, you can deal an extra 1d8 damage of the same type chosen for your Vow of Return. This damage becomes 2d8 when you reach level 17.
12Level 12
Ability Score Improvement
13Level 13
The Dead Remember
When you finish a Long Rest, choose one creature you know of that has died. For the next 24 hours, you can sense whether its spirit is present within 1 mile of you, but not its location. You can also cast Speak with Dead without material components once per Long Rest; this is a supernatural class feature, not spellcasting.
14Level 14
Path Feature
You gain a feature from your Revenant Path.
15Level 15
Graveward Presence
You and allies of your choice within 10 feet of you have Advantage on Death Saving Throws. When you use Vow of Return, you can also end the Frightened condition on one ally within 10 feet.
16Level 16
Ability Score Improvement
17Level 17
Unspent Fury
Your Relentless Reckoning damage increases to 2d8. When you roll Initiative and have no Vengeance points remaining, you regain 2 points.
18Level 18
Death Is a Door
You have Resistance to Necrotic damage and Advantage on Death Saving Throws. If you die, your body and possessions fade into spectral ash; you return to life with 1 Hit Point at the next dawn, appearing in an unoccupied space within 1 mile of where you died. Once you return this way, you can't do so again for 7 days.
19Level 19
Ability Score Improvement and Epic Boon
20Level 20
No Final Grave
When you roll Initiative, you regain all expended Vengeance points. Once per Long Rest, when you would die, you instead unleash a spectral shockwave: creatures of your choice within 30 feet make a Constitution saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier), taking 8d10 Necrotic or Radiant damage on a failed save, or half as much on a success. You return with half your Hit Points in an unoccupied space within 30 feet.
Core traits
Hit die
d10
Primary
ConstitutionStrength or Dexterity
Hit points per revenant level; Hit Points at 1st level equal 10 + your Constitution modifier, and (or 6) + your Constitution modifier per revenant level thereafter.
Saving throwsConstitution and Charisma saving throw proficiencies. You rely on armor and Hit Points rather than a separate supernatural defense.
Armorlight armor, medium armor, shields.
Weaponssimple and martial weapons.
Toolsnone. Choose two skills from Athletics, Insight, Intimidation, Investigation, Medicine, Perception, Religion, and Survival.
ResourceVengeance points: a pool equal to your Proficiency Bonus plus your Constitution modifier (minimum 1), regained on a Long Rest; level 17 restores 2 points when you roll Initiative with none remaining, and level 20 restores the pool on Initiative.
MulticlassingTo multiclass into revenant, you must have a Constitution score of 13 or higher. You gain proficiency with light armor, medium armor, shields, and simple and martial weapons. Vengeance points are tracked separately from other class resources.
Subclasses
3
Oath of Vengeance
Turn an unfinished promise into a weapon.
Level 3: Vengeful Pursuit—gain an expanded way to close on a sworn target.
Level 6: Punishing Mark—your marked quarry risks reprisal when it harms your allies.
Level 10: Relentless Hunter—improve pursuit and detection of your quarry.
Level 14: Last Word—unleash a potent finishing strike against your quarry.
Grave Sentinel
Stand guard where the living meet their last breath.
Level 3: Grave Sentinel—protect nearby allies with spectral wards.
Level 6: Share the Burden—take or reduce harm meant for another.
Level 10: Circle of Return—strengthen allies' resistance to death and fear.
Level 14: Refuse the Reaper—bring an ally back from the brink.
Echo Keeper
Carry a thousand lives in the silence between heartbeats.
Level 3: Echo Archive—draw on fragments of the dead to gain insight and a skillful edge.
Level 6: Borrowed Skill—briefly call up a dead expert's practiced knowledge.
Level 10: Speak Across the Veil—question the dead more reliably.
Level 14: Chorus of Witnesses—call a host of remembered voices to expose and hinder foes.
Playing one
What it is
A revenant is someone death refused to keep.
Bound to a vow, a memory, or an unfinished life, revenants fight with the strength of their own return: spectral force answers their blows, the dying can hear their voice, and fatal wounds become temporary setbacks. A revenant can be a relentless front-line combatant, a supernatural investigator, or a protector who stands between the living and the dead. Their power is not borrowed from death; it is the fury of a life that insists on continuing.
How to play one
You are a durable weapon-user with supernatural mobility, a small pool of decisive combat boosts, and unusually strong ties to the dead.
Mark a priority foe, spend Vengeance points when an attack can change the scene, and use your mobility to reach threatened allies or escape a bad position. In roleplay, your returned life is a source of questions and connections—not a requirement to play grim or obsessed.
Make one
Personality
I introduce myself with the name I use now, never the one on my grave.
Ideal
Remembrance: The dead deserve to be remembered as people, not warnings.
Bond
I carry the last words of the person whose death set me on this path.
Flaw
You have trouble accepting that some losses cannot be avenged or repaired.
Quirk
You pause before giving your name, as if checking which one still belongs to you.
Personality
I introduce myself with the name I use now, never the one on my grave.
I ask people what they want remembered about them.
I find humor in danger because I have already seen the worst ending.
I listen patiently, especially when someone struggles to say goodbye.
Ideals
Remembrance: The dead deserve to be remembered as people, not warnings.
Protection: If I can stand between another person and death, I must.
Release: Vengeance is a beginning, not a life sentence.
Bonds
I carry the last words of the person whose death set me on this path.
Someone living believes I died protecting them; I have never corrected the story.
I promised the dead of my home that their names would not be forgotten.
Flaws
You have trouble accepting that some losses cannot be avenged or repaired.
You mistake surviving danger for proof that you should take every risk.
Your memories of your former life may be incomplete, altered, or painfully vivid.
Quirks
You pause before giving your name, as if checking which one still belongs to you.
You keep a small token from the life you lost and touch it before battle.
You sometimes answer questions that were asked by someone who is no longer in the room.
You avoid saying 'when I was alive' unless you are trying to unsettle someone.
In the world
Training
A revenant is made by returning, not by enrollment.
Some awaken after a death bound to a powerful vow; others are called back by an act of love, a community's grief, or their own refusal to let a wrong go unanswered. Veteran revenants teach newcomers to anchor themselves with names, memories, and chosen promises before the pull of death overwhelms them.
How others see them
People may welcome a revenant as a guardian or recoil from the reminder that death is not always final.
Families often seek them out for last answers; rulers may fear their persistence, and the superstitious may mistake them for an omen or an undead threat.
Famous practitioners
RevenantSella Twice-BuriedA former city guard whose name appears on her own memorial, she is said to find any missing person whose family still remembers them.
RevenantOrun AshwalkerHe ended a siege by walking through the enemy's fires and carrying every wounded defender to safety.
RevenantVeyra of the Last VowA quiet hunter of oathbreakers, she leaves a single white flower wherever a vengeance has finally been laid to rest.
Factions
The Lantern Wake
A loose fellowship that teaches returning souls to distinguish their own memories from those they inherit.
The Ashen Witnesses
A feared network of revenants who investigate murders that ordinary courts cannot solve.
The Second Breath
A sheltering order that guides the newly returned and protects communities from vengeful spirits.
Regions
The Red Fields
Old battlefields where unresolved deaths are common and returned souls sometimes gather.
The Drowned Quays
Crowded port cities where the missing outnumber the officially dead and the Ashen Witnesses find steady work.
The Cairn Marches
Remote upland communities that preserve rites for welcoming back the dead without surrendering to them.
Character hooks
You returned from a battlefield carrying the memories of every soldier buried beneath it.
A trusted ally killed you, and you came back before learning why.
You are the last survivor of a community that was erased from every map.
A stranger's final plea brought you back, though you have no idea who they were.
You return from death with a new name spoken by someone who has never met you.
You hunt the creature that keeps resurrecting you to use you as a weapon.
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