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.
This subclass was made by MonkeyDM on YouTube, please go check out his content, he makes some pretty fantastic stuff. All credits go to him. Ported to Beyond by tenmetresam
Level 3: Deathless
Your life force 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 Point maximum. Whenever you gain Hit Points, repeat this calculation to determine your new Hit Point maximum.
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 resurrections.
You can resurrect in this way a number of times equal to your Constitution modifier (minimum of 0). You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
Level 3: 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.
| d8 |
Gifts from beyond table |
|---|---|
| 1 | Frozen Grasp. Your melee attacks deal extra Cold damage equal to your Constitution Modifier. If you damage a creature in this way, it can't regain Hit Points until the start of its next turn. |
| 2 | Grave's Embrace. Whenever a creature starts its turn Grappled by you, it takes Necrotic damage equal to your Constitution modifier. You regain Hit Points equal to the necrotic damage dealt. |
| 3 | Haunting Strikes. Your melee attacks deal extra Psychic damage equal to your Constitution Modifier. If you damage a creature in this way, it has disadvantage on attack rolls against creatures other than you until the start of its next turn. |
| 4 | Necrotic Eruption. When you take damage, you can cause your body to explode with necrosis in a 10-foot Emanation (no action required). Each creature within the area must succeed on a Constitution saving throw or take a number of d4 of necrotic damage equal to your Constitution modifier. Once you've used this ability, you can't use it again until the start of your next turn. |
| 5 | Otherworldly Sight. You can see in both magical and non-magical darkness, can see creatures and objects that have the Invisible condition, and can see into the Ethereal Plane, creatures and objects seen in this way appear ghostly and translucent. You can see with Otherworldly Sight up to a range of 20 feet times your Constitution modifier. |
| 6 | Phantom Movement. You can take the Dash Action as a Bonus Action. In addition, whenever you take the Dash action, you become incorporeal. While incorporeal, Opportunity Attacks against 6 you are made at Disadvantage and you can pass through solid objects as though they were Difficult Terrain. If you end your turn inside an object or creature, you take 1d10 Force damage and are pushed to the nearest unoccupied space. |
| 7 | Soul Armor. You gain Temporary Hit Points equal to twice your Constitution modifier. |
| 8 | Spirit Ward. You gain a bonus equal to your Constitution modifier on Intelligence, Wisdom, and Charisma saving throws. |
Level 7: 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 expand one use of your Second Wind to move 10 feet without provoking Opportunity Attacks and make a Constitution saving throw with a DC equal to the attacker's attack 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.
Level 10: 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.
Level 15: 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.
Level 18: 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 Gifts From Beyond DC or disappear into the afterlife with you. The target takes Psychic damage equal to 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 throw.
Once you use this feature, you can't use it again until you finish a Long Rest.







Comments