Revenant

An asura’s large eyes glow a bright purple as black, inky tendrils sprout all over their body. The figure of the asura is swallowed by the dark shell of a six-eyed demon, and for a moment, they survey the battlefield before them, a ghost of a grin breaking the press of their thin lips. The battlefield is ripe for feasting, and they will consume the anguish of their enemies.

A sylvari clutches the unmoving body of his partner, his face dripping with tears. Giving up some of his own life force, he heals her wounds, and calls her soul back from the Mists—and she returns to life.

Her back at the ruin’s wall, a norn decides to make one final stand. She speaks with a nearly-perceptible figure standing beside her, biding her time. She lets out a battle cry when her enemies finally catch up to her, her skin turning into stone.

Revenants are warriors who harness the power of the Mists. They have forged connections to echoes of ancient, legendary figures from the Mists to aid them on the battlefield.

Creating a Revenant

Hit Points

Hit Dice: 1d8 per Revenant level.
Hit Points at 1st Level: 8 + your Constitution modifier.
Hit Points per Level after 1st: 1d8 (or 5) + your Constitution modifier.

Proficiencies

Saving Throws: Strength, Wisdom.
Armour: All armour (but not shields).
Skills: Choose two from Athletics, Arcana, History, Insight, Perception, and Religion.
Weapons: Simple weapons, battleaxes, flails, longswords, morningstars, tridents, and warhammers.

Multiclassing

Ability Score Minimum: Strength 13 and Wisdom 13.
When you gain a level in a class other than your first, you gain only some of that class’s starting proficiencies.
Armour: Light and medium armour.
Weapons: Simple weapons, battleaxes, flails, longswords, morningstars, tridents, and warhammers.

Starting Equipment

As a 1st-level character, you start with the following equipment, or you can forgo it and spend 125 gp (5d4 × 10 gp) on equipment of your choice.

Revenant Leveling Table

Level Proficiency Bonus Features Mistsfire Energy Invocations Known
1st 2 Third Eye, Mistsfire 1d4
2nd 2 Invocation 1d4 2 2
3rd 2 Legendary Stance 1d4 3 3
4th 2 Ability Score Improvement 1d4 4 3
5th 3 Extra Attack, Charged Mists 1d6 5 3
6th 3 Stance Feature 1d6 6 4
7th 3 Glaring Resolve 1d6 7 4
8th 3 Ability Score Improvement 1d6 8 4
9th 4 Invoker's Rage 1d6 9 4
10th 4 Stance Feature 1d6 10 4
11th 4 Sight Beyond Sight, High Invocation 1d8 11 4
12th 4 Ability Score Improvement 1d8 12 4
13th 5 Communing 1d8 13 5
14th 5 Empty Vessel, High Invocation 1d8 14 5
15th 5 Song of the Mists 1d8 15 5
16th 5 Ability Score Improvement 1d8 16 5
17th 6 Stance Feature, Epic Invocation 1d10 17 5
18th 6 Roiling Mists 1d10 18 5
19th 6 Ability Score Improvement 1d10 19 5
20th 6 Gaze from Beyond 1d10 20 5

Third Eye

1st-level Revenant feature

Revenants, attuned to the world around them, see more than most. Their senses extend into the Mists around them, granting them supernaturally sharp sight.

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Mistsfire

1st-level Revenant feature

You have learned to tap into the magic of the Mists, allowing you to imbue your strikes with Mistsfire. Immediately when you hit with a weapon attack made as part of the Attack action, you can use your bonus action to imbue your weapon with Mistsfire. It surges with grey-red flames, and your attack deals additional cold or fire damage (choose when you activate this ability) equal to a roll of your Mistsfire die plus your Wisdom modifier.

Your Mistsfire die is a d4. This die changes as you gain Revenant levels, as shown in the Mistsfire column of the Revenant table.

Starting at 3rd level, you can spend 1 Energy when activating Mistsfire to add an additional Mistsfire die to the damage it adds on a hit. (You cannot buy more than one extra die.)

Invocation

2nd-level Revenant feature

Energy.
By honing your connection to the Mists, you have learned to tap into some of their power. Your access to this power is represented by a number of Energy points. Your Revenant level determines the number of points you have, as shown on the Energy column of the Revenant table. You regain all expended Energy whenever you finish a short or long Rest.
Mists Invocations.
You can spend Energy to fuel various invocations of the Mists. You learn 2 invocations of your choice from the Mists Invocations list. When you gain certain Revenant levels, you gain additional invocations of your choice, as shown in the Invocations column of the Revenant table. Additionally, when you gain a level in this class or by spending a week of downtime on training and meditation, you can choose one of the invocations you know and replace it with another invocation for which you meet the prerequisites.

If an invocation has prerequisites listed, you must meet them in order to learn it. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your levels in the Revenant Class. An invocation requiring High Invocation or Epic Invocation cannot be learned using this feature.

Using Invocations.
Using an invocation is an action unless the invocation casts a spell (see below) or it is otherwise specified. You expend the necessary Energy, and the noted effect occurs. (At this level, you are unable to spend additional Energy to Augment your invocations.)

Some invocations have a casting time of 1 round. To cast such an invocation, you take an action and then immediately end your turn. The invocation then takes effect at the beginning of your next turn (no action required). While casting an invocation with a casting time of 1 round or longer, you must maintain concentration, as though concentrating on a spell. If your concentration is broken, the invocation fails, but you expend no resources.

Saving throws and spell attacks.
Some of your revenant features require your target to make a saving throw to resist the feature’s effects, or allow you to make spell attacks. Your saving throw DCs and spell attack bonuses are calculated as follows:

Invocation save DC = 8 + your proficiency bonus + your Wisdom modifier.
Invocation spell attack bonus = your proficiency bonus + your Wisdom modifier.

Channelling Magic.
Most invocations are not spells, but they are still magical. Detect magic and similar effects recognize invocations as being conjuration magic, but they are clearly not “normal” spells. Invocations that explicitly do cast spells can be countered and dispelled as normal, but they count as belonging to the conjuration school instead of the spell’s original school.

Some invocations and Revenant features also allow you to cast spells by channelling echoes of magic from the Mists. See chapter 10 of the Player’s Handbook for the general rules of spellcasting. The spell is cast at its lowest possible level unless otherwise specified. You use the spell’s normal casting time and other rules unless otherwise specified, but you don’t need to provide material components for it and can perform the somatic components even when you have weapons or a shield in one or both hands. You use the above rules to determine spell attack bonuses and saving throw DCs. Your spellcasting ability modifier is Wisdom.

Legendary Stance

3rd-level Revenant feature

One legend echoes louder within the Mists than all others to your ears, and so you hearken to their call. Select a Legendary Stance. It grants a benefit now, and at levels 6, 10, and 17.

Ability Score Improvement

4th-level Revenant feature

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

If your DM allows the use of feats, you may instead take a feat.

Extra Attack

5th-level Revenant feature

You can attack twice, instead of once, whenever you take the Attack action on your turn.

Charged Mists

5th-level Revenant feature

Tapping deeper into the Mists, you can spend additional Energy to increase the power of invocations that you use. Each invocation describes the costs and effect of augmenting it, if any. The maximum amount of Energy you can spend on a Mists Invocation is determined by your Revenant level, as shown in the Mists Invocations and Energy table below.

Mists Invocations and Energy

Revenant Levels Maximum Energy Spent
5th—8th 3
9th—12th 4
13th—16th 5
17th—20th 6

Stance Feature

6th-level Revenant feature

You gain a feature from your Legendary Stance.

Glaring Resolve

7th-level Revenant feature

Your ironclad mind resists any attempt to sunder your willpower. When you are subjected to an effect that allows you to make a Wisdom or Intelligence saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Invoker’s Rage

9th-level Revenant feature

Whenever you spend at least one Energy as part of an action, you can make one attack with a weapon as a bonus action before the end of your turn.

Stance Feature

10th-level Revenant feature

You gain a feature from your Legendary Stance.

Sight Beyond Sight

11th-level Revenant feature

Your senses sharpen with experience. The range of the sight granted by your Third Eye feature expands to 30 feet. Additionally, your blindsight now extends into the Ethereal Plane. You can distinguish Ethereal creatures and objects from other ones, as they seem less “real”.

High Invocation

11th-level Revenant feature

Your ability to draw magic from the Mists has grown stronger. You learn one High Invocation for which you meet the requirements. Whenever you gain a Revenant level, or by spending a week of downtime in training and meditation, you may exchange one High Invocation known for another one for which you meet the requirements.

Communing

13th-level Revenant feature

You have learned to call forth the many spirits within the Mists to draw upon their knowledge. You can spend 5 Energy to cast the spell contact other plane. Make a Wisdom saving throw instead of an Intelligence saving throw, as you must struggle against being overwhelmed by the myriad voices of the Mists. Once you have used this feature, you cannot do so again until you finish 1d4 long rests.

Empty Vessel

14th-level Revenant feature

Whenever you make a saving throw and fail, you can spend 2 Energy to reroll it and take the second result. Once you succeed on a saving throw rerolled this way, you cannot use this ability again until you finish a short or long rest. (You cannot reroll the same save multiple times.)

High Invocation

14th-level Revenant feature

You learn one additional High Invocation for which you meet the requirements.

Song of the Mists

15th-level Revenant feature

You have learned to step into shoals of the Mists. You can spend 8 Energy to cast the etherealness spell. Once you do so, you cannot do so again until you finish 1d4 long rests.

Stance Feature

17th-level Revenant feature

You gain a feature from your Legendary Stance.

Epic Invocation

17th-level Revenant feature

You learn one Epic Invocation for which you meet the requirements. Whenever you gain a Revenant level, or by spending a week of downtime in training and meditation, you may exchange one Epic Invocation known for another one for which you meet the requirements.

Roiling Mists

18th-level Revenant feature

Your mastery of the Mists means you can never truly be exhausted of Energy. When you roll for initiative and have less than 4 Energy remaining, your Energy is increased to 4.

Gaze from Beyond

20th-level Revenant feature

Your Mists-laden gaze sees all. The range of your Third Eye feature expands to 60 feet. You cannot be surprised while you are conscious, and whenever you roll for initiative, you may add your Wisdom modifier as a bonus to the roll.