Sorcerer
Base Class: Sorcerer

Your magic comes from death. More specifically, your death. For whatever reason, your death didn't stick and you were recently reborn. Since returning, you've gained magical abilities that seem to stem from your time beyond the veil. Determined remain among the living, you're much hardier than typical mages and able to magically escape death.

Revenant sorcerers may have started as martial fighters who met their untimely, albeit temporary, demise on the battlefield. Alternatively, they may have spent much longer beyond the veil, only to be risen by a powerful mage. Whatever the cause of the resurrection, these sorcerers are entwined with death and decay. They typically form close bonds with the individual who brought them back from the dead, often acting as arcane bodyguards.

Reviling Magic

1st-level Revenant feature

You learn additional spells when you reach certain levels in this class, as shown on the Reviling Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy spell from any spell list.

Reviling Spells
SORCERER LEVEL SPELLS
1st false lifeinflict wounds
3rd gentle repose, ray of enfeeblement
5th animate dead, speak with dead
7th blight, death ward
9th antilife shellraise dead

Reckless Abandon

1st-level Revenant feature

Your return to life gives you the courage to act to commit to an attack without fear of the consequences. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee spell attack rolls during this turn, but attack rolls against you have advantage until your next turn.

Unarmored Defense

1st-level Revenant feature

Your unarmored armor class equals 10 + your Constitution Modifier + your Dexterity Modifier. If you cast the spell Mage Armor, you can use Constitution in place of Dexterity for calculating your Armor Class.

Grave Resilience

6th-level Revenant feature

You can fortify your body to ward off physical attacks. As a reaction, you gain proficiency to bludgeoning, slashing, and piercing damage until the start of your next turn. You can use this feature for free once per short rest or by using 1 sorcery point. If you spend 3 sorcery points to activate this ability, doing so does not use your reaction.

Undead Fortitude

6th-level Revenant feature

Your body is not extremely resistant to death, able to return to the mortal coil without outside assistance. When damage reduces you to 0 hit points, you can instead drop to 1 hit point. You can’t use this feature if you are reduced to 0 hit points by a critical hit. You can use this feature once for free and regain the ability to do so after a long rest. Alternatively, you can spend 5 sorcery points to activate it again.

Peak Beyond the Veil

14th-level Revenant feature

You can peak beyond the veil of death to see an incoming attack. You cannot be surprised and can add your Charisma modifier to your initiative rolls.

Unarmored Movement

14th-level Revenant feature

Your body's deathless nature allows you to move without tiring. Your movement speed increases by 10 feet if you are not wearing armor.

Nature of Death

18th-level Revenant feature

Necrotic energy infuses your body, making death even more unlikely. You are able to survive under the most inhospitable conditions and can recover from almost any injury. You gain immunity to necrotic damage. Your maximum hit points cannot be magically reduced. Further, your body no longer ages (naturally or magically), you cannot die of old age, and you do not suffer the negative effects of old age. You can hold your breath indefinitely and do not require food or water. When taking a long rest, you do not require sleep and, instead, need only 6 hours of light activity to receive the benefits of a long rest. You are also able to re-attach your limbs, provided the majority of the limb is intact, during long rests.

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