Base Class: Monk
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.
Supernatural Vitality
3rd-level Way of the Revenant feature
Tough. Your hitpoint maximum increases by 3. Additionally, your hitpoint maximum increases by an additional 1 point per level you gain in this class.
Rejuvenation. When your body is destroyed, your soul lingers. After 1d6 days, your soul inhabits and animates another humanoid corpse on the same plane of existence and regains all your hit points. While your soul is bodiless, a wish spell can be used to force your soul to go to the afterlife and not return.
Marked for Death
6th-level Way of the Revenant feature
You are able to designate a target as the source of your revenge. When you hit a target with an unarmed attack, you may expend 4 ki points to brand them with a Mark of Revenge. The target is marked until you use this feature to mark another target.
You know the direction of any creature against which you seek revenge as long as you are both on the same plane of existence. If the creature being tracked by you dies, you will know.
Whenever you hit a marked creature with an unarmed attack, they take an additional monk die of damage.
Revenant Centurion
11th-level Way of the Revenant feature
As an action and only at night, you may expend 8 ki points and choose one corpse of a Medium or Small humanoid within range. The corpse becomes a Wight under your control.
As a bonus action on each of your turns, you can mentally command any creature you animated with this feature if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must use this feature on the creature before the current 24-hour period ends. This use of the feature reasserts your control over up to two creatures you have animated with this feature, rather than animating new ones.
You may have a maximum of two Wights under your control at any given time.
Dread General
17th-level Way of the Revenant feature
The Wights you create with your Revenant Centurion feature become Wight Centurions (homebrew monster stat block found on D&DBeyond).







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