Regeneration. The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn’t function at the start of the revenant’s next turn. The revenant’s body is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
Rejuvenation. When the revenant’s body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
Turn Immunity. The revenant is immune to effects that turn undead.
Vengeful Tracker. The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.
Multiattack. The revenant makes two fist attacks.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller.
Vengeful Glare. The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant’s next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.
I think it means a cleric's channel divinity, not spells that would turn a creature into an undead. They're aleadly undead anyway.
I'm interested, how would, beyond the Baernorn, someone go about homebrewing a good aligned revenant for some fan-fiction?
My initial response is to simply remove the darker elements and special abilities. Good aligned creatures tend to begin their journeys weaker than their foes, moreover, the powers granted a revenant in this stat block aren't conventionally "good" in nature.
The tracker needs to be removed completely. It's OP for storytelling purposes.
I'm concerned that the regen or rejuv properties effectively remove any stakes for the character. However, tying his continued existence to a phylactery... well it makes sense, and the Baernorn do it (good aligned Elven ancestors). Alternatively the would-be-phylactery could simply be a tether that the revenant soul attaches itself to.
Turn Immunity stands and is thematic.
Vengeful glare gets switched to Charming glare causing a "silvery barbs" effect at times in battle or a more pronounced one in social situations.
I'm leaving this with as few as my thoughts as possible! What y'all got?
Does Sear effect the revenant?
I think it's meant to be specifically the fear brought on by Turn Undead and not the saving throw and other abilities like Sear Undead. It could go either way though. We'll see if it is cleared up in the new monster manual - I am hoping for an official answer on this... The revenant is immune to the "effects" of Turn Undead but not the saving throw and not Sear Undead. That said, the saving throw and sear could be argued to be a part of the effects of Turn Undead...
Hmmm, I wonder if “create revenant” could work for a good necromancer spell. Cause if you can help guide one back into the world it would make for a good way to track a villain who could be running around the setting…
Or could you enslave it to your will, like a “I help you get revenge you stay as a death knight for me afterwards” kinda deal… could be an interesting idea.