Homebrew
| MOD | SAVE | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 13 | +1 | +1 |
| CON | 12 | +1 | +1 |
| MOD | SAVE | ||
| INT | 18 | +4 | +7 |
| WIS | 12 | +1 | +4 |
| CHA | 12 | +1 | +1 |
Turn Resistance. The revenant has advantage on saving throws against any effect that turns Undead. Unusual Nature. The revenant doesn’t require air, food, drink, or sleep. Undead Restoration. If the revenant dies, it revives 24 hours later in a different body unless Dispel Evil and Good is cast on its corpse. If it revives, it animates a Humanoid corpse elsewhere on the same plane of existence; it now looks different but uses the same stat block and returns with all its Hit Points.
Multi-attack The revenant uses Vengeful Glare and makes two Slam attacks or casts a Spell. Slam. Melee Attack Roll: 1d20+7 , reach 5 ft. 2d6+4 Necrotic damage. Vengeful Glare. Wisdom Saving Throw: DC 15, one creature the revenant can see within 30 feet. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. If the Frightened target is cursed by the revenant (see Vow of Revenge), the target also has the Paralyzed condition for the duration. Sorcerous Burst. 1d20+7 , on hit 2d8 Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder damage. Spellcasting. The revenant mage casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15): At will: detect magic, disguise self, mage armor, minor illusion 3/day each: bane, magic missile (level 3), scorching ray 2/day each: bestow curse, dispel magic, fly, lightning bolt, banishment, blight 1/day each: cloudkill
Vow of Revenge (1/Day). The revenant curses one creature it can see within 30 feet of itself. The revenant knows the distance to and direction of the cursed target, even if it is on a different plane of existence. The curse ends on the target if the revenant uses this Bonus Action on a different creature.
3/day: shield - raises AC by 5 2/day: counterspell - Level 3 and lower spells fail. If higher the DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.