Base Class: Fighter
The Revenant Fighter walks the razor-thin boundary between life and death, sustained by an unholy bond with the afterlife. whether cursed by a vengeful spirit, blessed by a death god, or bound by sheer willpower, these warriors defy mortality itself. they are relentless soldiers whose bodies refuse to succumb to death's cold embrace, rising again and again to complete their duty.
Legends speak of revenants as haunted figures whose ashen skin bears scars that never heal and who- be it by choice or curse- are beckoned by inscrutable calls from beyond, dragging them through cycles of resurrection and reprisal.
Deathless
Your life is fractured yet unyielding. Divide your hit point maximum by a number equal to your constitution modifier + 1, rounded up (minimum of 1). It becomes your new hit points.
When you roll for Initiative, or as a Bonus Action, you can create an anchor point in a space you currently occupy. You can only have one anchor point at a time, it is invisible to every creature except for you. The anchor point disappears after 24 hours, or if you create another one, or if you are ever further than 300 feet away from it.
Whenever you drop to 0 Hit points or are killed outright, if you have an anchor point, you can choose to come back to fight. At the start of your next turn, you return to life at your Hit point Maximum, standing where your anchor point is located. This Resurrection can't be stopped by any spells or effects that would otherwise stop resurrection.
You can resurrect in this way a number of times equal to your constitution modifier (minimum of o). You regain one expended use when you finish a short rest, and you regain all expended uses when you finish a long rest.
Gifts From Beyond
Whenever you come back to life as part of your deathless feature, you steal powers from the grave. These powers last for 1 minute or until you die. Roll on the Gifts From Beyond table to determine the effect. If a power requires a saving throw, the DC equals 8 plus your Constitution modifier and Proficiency Bonus.
(see table)
Spectral Dodge
Your repeated brushes with death have honed your instincts, allowing you to avoid unseen dangers by momentarily turning into a phantom. As a reaction to being attacked by a creature, if your speed is not 0, you can expend one use of your second wind to move 10 feet without provoking opportunity attack and make a constitution saving throws with a DC equal to the attacker's roll (including modifiers). You take no damage on a success and halve the damage on a failed save.
If the attacker killed you, you have advantage on this saving throw.
Phantom Restoration
Whenever you return to life by way of your Deathless feature, you can choose to resurrect in an unoccupied space within 30 feet of where you died, instead of at the location of your anchor point.
In addition, when you drop to 0 hit points, you can impale yourself on the weapon (claw, fang, spear, sword, etc. ) of a creature within 5 feet of you and die (no action required). That creature becomes the one that killed you, instead of the creature which dealt the final blow.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Grim Hegemon
Whenever you Roll on the Gift From Beyond Table, you can roll the die twice and choose which of the two powers to bring back. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.
Drag to Death
If you die within 5 feet of a creature, you can expend one use of your deathless feature to drag it to the afterlife with you. The target must succeed on a Charisma saving throw against your gift from beyond DC or disappear into the afterlife with you. the Target takes psychic damage equal 2d6 times your constitution modifier, and it has the incapacitated condition until the start of your next turn, when it returns to an empty space within 5 feet of where you are resurrected. if the target has killed you before, it has disadvantage on the saving throws.
Once you use the feature, you can't use it again until you finish a long rest.