Homebrew Amarian Revenant Species Details

“A Revenant is... an interesting thing. Whereas skeletons are creations of service and servitude to a master, the Revenant is a creature of will, serving not a master, but rather thay serve a goal or objective, which is so strong it drives them long after they should have died. Truly a necrotic puzzle.

—Glendon De Marbh, Necromancer

 

A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant’s eyes burn with resolve and flare in the presence of its adversary. If the revenant’s original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse. Regardless of the body the revenant uses as a vessel, its adversary always recognizes the revenant for what it truly is.

Living Dead

Revenants are formed from a dead human who has died unfairly and has been raised through necrotic magics. Their muscles and bones are somewhat rotted, but do not continue to rot upon being raised. The Revenants tend to have extremely pale or grey skin, glowing eyes of either red, blue, green, white, or purple. Their nails and teeth tend to be slightly yellow, and most if not all have white hair. The level of rot and decay on a Revenant is dependent on their resurrection and the state of their body upon resurrection. Revenants do not bleed, but if cut may leak small amounts of a dark, silvery necrotic fluid. 

Resting, healing magic, and the Medicine skill all provide the same benefits to Revenants that they do to other humanoids.

Revenant Personality

Being former humans, Revenants are highly adaptable and ambitious people. They have widely varying tastes, morals, and customs in the many different lands where they formerly lived. An individual Revenant can have an odd tendency to stick to the preservation their former culture and tradition.

The typical Revenant shows little emotion. Many Revenants embrace a concrete purpose — such as protecting allies, completing a contract, or exploring a land — and embrace this task with full and complete vigor. However, there are Revenants who delight in exploring their newfound life after death, trying to understand as much as they can about their new world.

The typical Revenant takes their former identity from their life into their undead state, but some may change depending on the Revenant in question.

Quirks

Revenants often display an odd personality trait or two, given their nature as a raised being. The Revenants' Quirks table contains example quirks.

Revenant Quirks

d8 Quirk
1 Your sole focus is your goal, and nothing, not even friends, can get in the way of if.
2 You often misread cultural cues.
3 You are fiercely protective of your friends.
4 You try to apply resolve and discipline to every situation.
5 You don’t know how to filter your feelings and are prone to dramatic emotional outbursts.
6 You don’t understand modern culture or customs, and often feel lost.
7 You are obsessed with your appearance and constantly try and look as lifelike as possible.
8 War is the only thing that makes sense to you, and you’re always looking for a fight.

Revenant Names

Revenants were humans and thus take their pre-turned names. As Humans have so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the naming traditions of their ancestors.

Amarian Revenant Traits

Your Revenant character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built.

Ability Score Increase

Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

Age

Revenants in their human lives reach adulthood in their late teens and live less than a century. After becoming a Revenant the maximum lifespan is a mystery; so far, Revenants have shown no signs of deterioration due to age. You are immune to magical aging effects.

Alignment

Revenants tend toward no particular alignment. The best and the worst are found among them.

Size

 Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Undead Resilience

You were created to have remarkable fortitude, represented by the following benefits:

  • You have advantage on saving throws against being poisoned, and you have resistance to poison and necrotic damage.
  • You are vulnerable to radiant damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don’t need to sleep, and magic can’t put you to sleep.

Dead Man's Rest

When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.

Undead Protection

You gain a +1 bonus to Armor Class.

Past Life

You gain one skill proficiency and one tool proficiency of your choice.

Languages

You can speak, read, and write Common and one other language of your choice.