Base Class: Paladin
Tenents of the Revenant
Sworn on the borders of mortality, the tenets of the Revenant must be powerful enough to propel a paladin out of the very jaws of death. In consideration of the variety of reasons that may motivate paladins to swear an Oath of the Revenant, you might create with your Dungeon Master a unique third tenet to describe your paladin's motivation, or you may choose from or roll on the Revenant Vow table below.
Tenacity. There is no longer any obstacle that can halt your quest or stay your hand.
Life. Robbed of the gift of life once before, you know better than ever to reverence it and preserve it where possible.
Revenant Vow
1d4 Unique Tenet
1 Revenge. In your passing, debts would've been left unpaid. Whether on your killers or on some other enemy, you have sworn to wreak cold vengeance.
2 Romance. Yours was a love for the ages. You have vowed to reunite with your beloved in mutual joy.
3 Zeal. It was a just cause for which you fought! Whether it was a revolution against the king or a sacred quest for your god, you refused to allow death to stop you.
4 Guardianship. It was your charge to protect someone or something, perhaps a royal heir, or a site of pilgrimage. Without you it was vulnerable, so you could not die.
Oath of Revenant spells
The magic of your oath ensures you always have certain spells ready; when you reach a Paladin level specified in the Oath of Revenant Spells table, you thereafter always have the listed spells prepared.
| Paladin Level | Spells |
|---|---|
| 3 | |
| 5 | Spiritual Weapon, Enhance Ability |
| 9 | Fear, Speak with Dead |
| 13 | Death Ward, Freedom of Movement |
| 17 | Antilife Shell, Flame Strike |
Channel Divinity
Defy Death. When you would make a death saving throw, you can use your Channel Divinity to instead regain a number of hit points equal to your paladin level. If you are prone, you can also stand up.
Palor of Death. You can use your Channel Divinity as a bonus action to reveal or otherwise emphasize your undead visage. One creature within 10 feet of you that can see you must succeed on a Wisdom saving throw. On a failed save, it is frightened of you for 10 minutes or until you or one of your allies does anything to harm it or it witnesses you or an ally of yours do anything to harm a creature it considers a friend or ally. While it is frightened in this way, you have advantage on Charisma (Intimidation) and Wisdom (Insight) checks you make against it.
Aura of Revenant
Beginning at 7th level, your very presence overcomes death. While you or at least one friendly creature within 10 feet of you is conscious, you and friendly creatures within 10 feet of you can’t die from failing death saving throws. At 18th level, the range of this aura increses to 30 feet.
Smite of Revenance
Your magical smite now radiates ethereal energy. Whenever you cast Divine Smite, you get advantage on that attack against the undead and celestial.
Lifeless
Starting at 15th level, you’re immune to exhaustion, efects that would force you to sleep, and spells that can only target humanoids. You also can survive without air, food, drink, or sleep. To take a long rest, you can read, converse, keep watch, or otherwise relax or perform light activity for 8 hours.
Unkillable
At 20th level, you gain the ability to transform into a truly deathless revenant as an action. For 10 minutes, you can’t die. At the beginning of each of your turns, you regain all of your lost hit points. You can use this feature once, and you can’t use it again until you finish a long rest.
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