Difference between revisions of "Revenant (5A)"

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This is a [[Bogeyman_(5A)|Bogeyman]] subclass.
 
This is a [[Bogeyman_(5A)|Bogeyman]] subclass.
  
''The bandits used local legend of haunting to keep their house safe. When bandits started to be found drained and shriveled, no-one really took note. But when the bandits inside the base begun to mysteriously disappear, panic ensued.
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''The bandits used local legend of haunting to keep their house safe. When bandits started to be found drained and shriveled, no-one really took note. But then the bandits inside the base begun to mysteriously disappear...
  
 
You died and rose as an undead avenger, focused on righting the wrongs that brought you back.
 
You died and rose as an undead avenger, focused on righting the wrongs that brought you back.

Revision as of 21:52, 2 January 2024

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This is a Bogeyman subclass.

The bandits used local legend of haunting to keep their house safe. When bandits started to be found drained and shriveled, no-one really took note. But then the bandits inside the base begun to mysteriously disappear...

You died and rose as an undead avenger, focused on righting the wrongs that brought you back.

Source: Original

Risen From the Dead

Starting at 1st level, your type changes to undead. You gain advantage on Wisdom (Perception) checks that rely on hearing or smell. Your basic form remains the same, but your skin is now stretched tight over your bones, with little soft tissue. Your voice is changed, but not obviously monstrous. A creature touching you or seeing an uncovered part of your body is allowed a free instinctual Wisdom (Perception) check against your Charisma (Deception) to recognize you are undead. Exposure beyond this and recognition automatic.

You are vulnerable to radiant damage. You are immune to disease, poison damage, and the poisoned condition. You do not need to sleep, buy you need to rest to gain the benfit of long or short rest.

Your Dark Strike is made with your open hands, dealing slashing damage similar to claw damage.

Grave Goods

At 1st level you gain proficiency with martial weapons and light and medium armor. Armor and weapons that have been damage to the point that living creatures can't use them work normally to you. This allows you to buy non-magical arms and armor at a quarter of the normal price, but such items cannot be sold.

Curse of the Dead

Beginning at 3rd level, when you deal damage with a melee attack, you can use a bonus action to curse the target. Constructs and elementals are immune to this ability. The target takes necrotic damage equal to your dark strike die, and you heal the same number of hit points.

You can force a target that takes damage from Curse of the Dead to take a Constitution saving throw against your Dark Power save DC or be cursed. You have a link to a target cursed this way and can always tell the rough distance and direction to the target. The curse ends when you curse a different creature, and can be ended by effects that break curses.

Spectral Beginnings

At 6th level you can take a bonus action to cast the Blink spell. You can do this at will.

Tales of Death

At 7th level you can cast See Invisibility and Speak with Dead without material components. Constitution is your spellcasting ability for these spells. You can do this a total number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.

Spectral Traveler

Starting at 11th level, you can cast Etherealness three times, and regain the uses at the end of a long rest. You can end the effect on you as an action.

Spectral Master

When you reach 15th level you use Spectral Traveler to cast Etherealness, you can affect up to five additional willing creatures that you touch. Each affected creature can end the spell's effect on them as an action.

Greater Curse of the Dead

At 20th level, when you use Curse of the Dead you can affect a target that fails a saving throw with the Bestow Curse spell in addition to the detection curse outlined in Curse of the Dead. This curse does not end when you curse another creature. You can remove such a curse as an action, otherwise it can only be removed by an effect that breaks curses.