Base Class: Barbarian
For some barbarians, their primal rage comes from their connection to druidic magic, to a deity, or simply from their great battle prowess. For others however, their rage comes from death, from having not only seen and dealt it, but experienced it first hand. These barbarians are undead warriors whose wrath comes from the lifeless void that rests in their heart, one that wants nothing more than to be satiated in their pursuit of blood and slaughter, as they need death around them to continue existing and feel something other than anger.
Oftentimes called Draugr or simple zombies, Revenants have a deep connection with the dead. Perhaps you were double crossed by an ally on the battlefield, perhaps you were a victim to a group of cultists whose ritual hilariously backfired, as you did not die after relentless stab attempts; or maybe you have no memory of your life before you died. Whatever the case may be, a Revenant's rage is notoriously terrifying, as it does not come from the more primal and natural aspects of a barbarian's emotions. It comes from the grave.
Dour Existence
Beginning when you first choose this path at 3rd level, your connection to the grave has changed you forever. You count as an Undead in addition of the creature type determined by your race, and you don’t need to eat, drink, or breathe.
Additionally, you may cast the Speak with Dead spell without expending a spell slot and without components, and Constitution is your spellcasting ability modifier for this spell. You can use this feature once, regaining the ability to use it again when you finish a long rest, unless you expend a use of your Rage to use it again.
Withering Rage
Also at 3rd level, your rage evokes aspects of your unnatural existence. While raging, you gain the following benefits:
- The first time on each of your turns that you hit a creature with a melee attack, you extend your wilting existence onto it. At the beginning of its turn for the next minute, the creature takes an amount of necrotic damage equal to your rage damage bonus. If you hit the creature multiple times, the damage does stack (for example, if you hit the creature three times this way, it takes three times your rage damage bonus at the beginning of its turn).
- You gain resistance to necrotic damage and are immune to being frightened.
- Whenever you deal necrotic damage to a creature, you gain temporary hit points equal to the damage dealt this way.
Ghostly Passage
At 6th level, as an action, you have learnt to momentarily fully tap into the non-living aspects of your existence. For the next minute, you can move through other creatures and objects as if they were difficult terrain, and you have a flying speed of 10 feet. If you end your turn in the space of a creature or object, you are shunted to the nearest unoccupied space and take force damage equal to the number of feet you were forcibly moves this way.
You can also activate this feature as part of the bonus action required to Rage, and you can use this feature twice, regaining all expended uses when you finish a long rest. You may use this feature again by expending a use of your Rage if you have no uses remaining.
Dread Strike
Starting at 10th level, whenever you hit with an attack, you may have that creature succeed on a Wisdom saving throw (DC= 8 + your proficiency bonus + your Constitution modifier), as you imbue your strike with the horrifying power of the grave. On a failed save, it becomes frightened of you for 1 minute, or until it uses its action to attempt and escape your dreadful influence, repeating the saving throw.
While the creature is frightened this way, its movement speed is halved, and whenever you hit it with an attack, it deals and the damage from your Withering Rage feature is increased by 1d10 (necrotic damage equal to 1d10 + your rage damage bonus).
Once a creature fails the initial saving throw, you can't use this feature again until you finish a short or long rest, or if you expend a use of your Rage to use it again.
Harrowing Aura
By the time you've reached 14th level, you emanate an aura of necromantic magic while you aren't incapacitated, which aura extends 15 feet in all directions. Whenever a creature that is Small or Medium dies or is within in it, you may use your reaction to have hostile creatures within the aura take necrotic damage equal to half your barbarian level + your Constitution modifier.
Additionally, as part of the same reaction, you may reanimate the creature, causing it to stand up immediately as a Zombie. It remains animate for 1 hour, after which time it collapses and dies. In combat, the zombie's turn comes immediately after yours. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack.
Comments