Revenant

For Whom the Bell

Denied their final rest, the cursed revenant are humans who have risen from the grave. Feared and pitied, revenant lose all memory of their previous life. Consuming vitae instead of food, most resist their monstrous nature through religious devotion.

Revenant are undead humans, risen by the blood curse. White pale skin and grim affect, revenant rarely pass for human. Though some attempt to rebuild their lives, most revenant are aimless wanderers, mercenaries or brigands.

The Blood Curse

In the Battle of Shepard’s Host, a company of naga mystics unleashed a powerful spell. As the fell energies settled, several died instantly. The horror was what followed.

The survivors pressed on until cut down by a slew of arrows. Then, slowly, one by one the soldiers began to rise. The battle was one but the cost great, as all who were present now bare the curse.

A Life Unliving

No one knows how the curse spreads. Rumors abound of villagers suddenly dying in the night, and soldiers who had nothing to do with the battle rising as revenant.

When a new revenant is found, they are registered and usually forced to move north to Daeoryn. Of course this is to seclude them, but most revenant don't mind. For one, seclusion in the mountains means less fear and disgust.

Ilmati, the home of the Naga also lies across the arrow straight, allowing revenant rogues and pirates to plunder into naga swamps.

Traits

Ability Scores: Your Constitution score increases by 2 and either your Strength or Intelligence increase by 1.
Size: Medium
Speed: 30
Languages: Thalas, Trade, one of choice

Blood Dice. When a revenant drains a victim they gain a special resource called blood dice. Blood dice function like extra hit die and can be spent any time a revenant can spend hit dice. Each blood die is a d6. You can have a maximum amount of blood dice equal to your proficiency bonus. You lose all unspent blood dice when you finish a long rest. You do not add your constitution bonus to healing received from blood dice.

Blood Thirst. You can drain blood and life energy from a willing, living creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken.

If the creature is small or larger you gain 1 blood die. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

You must consume a minimum of 1 pint a blood per 72 hours or suffer from exhaustion.

Dark Hunger. Whenever your attack drops a living creature to 0 hp and kills them, you can use a bonus action to activate your blood thirst. You must be in melee range.

Dark Vision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.

Trance. Revenant do not sleep. Instead you may enter a 4 hour semi-conscious trance. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

Undead Nature. You do not need to eat or drink. You are vulnerable to radiant damage, but resistant to necrotic damage. Your creature type is undead and humanoid.

Favored Classes: Barbarian (Zealot), Fighter (Battle Master, Eldritch Knight), Paladin (Redemption, Vengeance), Rogue (Assassin, Inquisitive), Wizard (Evocation, War Magic)
Favored Professions: Gravekeeper, Soldier, Sailor,
Favored Weapons: Hand axe, Battleaxe, Crossbow, Rapier, Whip