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3/20/2021 The Barovian Revenant Race for Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond

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Barovian Revenant
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Barovian Revenant Race Details
Until you have defeated Strahd and freed your soul, for your immortal rest, you are cursed with the
following abilities to aid you in your destiny in destroying Lord Strahd:
If you have fallen and return as a Barovian Revenant, you rise as the same Class and Level you had
fallen, but with the following attributes:

Race Abilities

Lose all previous race abilities – you are now a Barovian Revenant!
+ 1 Constitution and -2 Charisma
Pro ciencies: Skill History (Barovia)
Background: Haunted One
Languages: Ones known in life + pick one (Abyssal, Celestial, or Infernal)
Damage Resistance: Psychic
Damage Immunities: Poison, Turn Undead, Vampire Bite Life Drain
Conditional Immunity: Frightened, Exhaustion, Poisoned
Darkvision: 60’
Alignment: Lawful Evil
Resting: Revenants do not require normal sleep, but they have Nightmares (see Revenant’s Curse).
During each rest, check for Nightmares.
Animal Handling: Disadvantage (live animals fear Revenants)
Mounts: Revenants can obtain a dead horse to ride, but rst must create one (see Spell Death Steed
@ level 6).

Dark Magic Gifts (Spells):

Level 5: Gain the following Spell: Speak with Dead (Can cast ONCE per 24 hours)
Level 6: Gain the following Spell: Death Steed (special spell, similar to “Find Steed”. Revenant must
kill the horse themselves, before casting Death Steed, which bonds the Death Steed to the Revenant.
Death Steed becomes Warhorse Skeleton) (Cast ONCE per 24 hours)

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Level 7: Gain the following Spell: Death Ward (Can cast ONCE per 24 hours)
Level 8: Gain the following Spell: Contagion – Flesh Rot and Slimy Doom (Can cast ONCE per 24
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Level 9: Gain the following Spell: Scrying (Can cast ONCE per 24 hours)
Level 10: Gain the following Spell: Finger of Death (Can cast ONCE per 24 hours)

Relentless Nature:

If you are below half of your hit points, at the start of your turn, you gain 1 hit point.
If you die, you rise within 24 hours. If your body was destroyed, you materialize within the closest site
of a grave, but without any equipment, just like your rose the rst time. You can choose to materialize
at Argynvostholt instead of the closest gravesite.
After each subsequent death, you must roll for another Dark Gift.

 The smell of Death (Passive Ability)


You can smell death, any undead creature within 100’ you will detect their numbers and direction.

 Special Actions:

Dead Fists (To Hit: +STR +Prof) Your sts feel no pain and you can land deadly blows with each st.

Damage: 1d6 + STR (levels 1-5), 2d6 + STR (levels 6-9), 3d6 + STR (level 10)
Bonus Action: If one hand is free – can make a single Dead Fist attack.
Multi-attack: If both hands are free, the player can attack with each st. This feature does not
work with the Extra Attack class feature.
Grapple: if both hands are free, instead of attack, can Grapple target (escape DC 15), the target is
Large or smaller.

Vengeful Glare if the target is an ally of Strahd and within 30’, the target must make a DC 15 Wisdom
saving throw. Failure, the target is paralyzed until attacked by you or until the end of your next turn.
Does NOT work on Strahd. (once per 24 hours).

 Revenant’s Curse

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The Revenant is cursed, which may harm the party in combat or during a long rest. It might be
worthwhile to restrain the Revenant at night or risk suffering a cursed Revenant seeking vengeance.
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Encounter Here
Roll d20 + Charisma (DC 10) Failure = attack random
player with the equipped weapon, if both hands are free or no weapon is equipped, then Dead Fist
attack.
Nightmares - Once per Short or Long Rest Roll d20 + Charisma (DC 10) Failure = Multi-Attack Dead
Fist on one random ally.

 Allies: The Revenants of the Order of the Silver Dragon at Argynvostholt

At Argynvostholt, Sir Godfrey Gwilym sends you on a quest to return the Dragon Skull to Argynvost, in
doing so, you can call upon Sir Godfrey Gwilym to aid you if you are in a battle at Ravenloft and/or
against Strahd. Sir Godfrey arrives in 4 turns.
Can choose to materialize at Argynvostholt if you die again.
Revenants will NOT attack you.
You can telepathically speak with Sir Godfrey Gwilym anywhere in Barovia.

 Dark Gift
You are cursed with a Dark Gift (roll d20) [roll]1d20[/roll]

1. Death Sight – the character’s eyes are melted away, leaving empty eye sockets. Rolls Disadvantage
on all Charisma Checks. Gains Blindsight to 60’ – but is blind beyond 60’. Immune to Blindness
2. Cold Body – character's skin is cold and clammy. Becomes vulnerable to re damage but gains
resistance to cold damage.
3. Forked Tongue – character gains a forked tongue like a serpent. The character cannot speak the
truth. Gain Advantage on Deception Checks, but Disadvantage on all Persuasion Checks.
4. Infested – the character's ears are infested with insects. Rolls Disadvantage on all sound-related
Perception Checks. The character can pull insects from their ears, which can be consumed by any
character, and restore one (1) hit point per long rest. Consuming additional insects sickens the
character, losing 1 hit point for each additional insect consumed (up to 5 hit points).
5. Hunch Back – the character has a hunchback, Advantage on Intimidation Check, Disadvantage on
Acrobatic Check, and Dexterity Saving Throws
6. Burning Lungs – character lungs constantly burn, causing a cough, Disadvantage on Stealth Checks
from the constant cough. The character can on command cough up smoke that heavily obscures a
10’ radius for 1 minute.
7. Rotting Corpse – character's body is slowly rotting, causing a putrid odor, causing Disadvantage on
all Charisma rolls. If the character is hit by a melee attack, the rotting smell envelopes all creatures
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in a 5’ radius. Creatures must roll a DC 10 Constitution check or become poisoned for one turn. If
saved, characters are immune to the smell for 24 hours.
8. Haunted Whispers – character hears whispers from the Dark Powers, which taunts the character
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Here the Long Rest, the character can speak
to the Dark Powers and gain the bene ts of the Augury Spell. Revenant’s Curse during Long Rest is
DC 15.
9. Ally’s Aid– Roll an extra 1d4 on your attack roll, a random ally loses that amount on their next attack
roll.
0. Grim Health – after a combat encounter you gain 1d4 health, a random ally loses that much health.
1. Vengeance – you will charge into combat gain +5 on the initiative roll. You cannot Retreat, Dodge,
Disengage, Hide, or any action to avoid combat. +1 to Attack Rolls. You will ght to the death!
Revenant’s Curse during Combat is DC 15.
2. Spider – you gain the ability to climb walls and ceilings without an ability check. Roll Disadvantage
on Attack Rolls if wearing any medium or heavy armor. (leather armor only)
3. Skeleton – your esh has fallen away, and you are a skeleton. Resistant to Fire Damage, Vulnerable
to Cold Damage – bones get brittle with cold. Disadvantage on Persuasion checks, Advantage on
Intimidation checks.
4. Bat Ears – gain Advantage on all perception checks that rely on sound up to 100’. Vulnerability to
thunder damage.
5. Sewn Shut – the character’s mouth is sewn shut preventing speech and casting spells with verbal
components. As a bonus action, the character can use a dagger or similar object to rip open the
seams, being able to speak for a full round before their mouth is magically sewn shut again. Roll
1d4, gain that amount of spell damage, and suffer that amount of damage for cutting the seams.
The character can communicate with limited telepathy to allies within 30’.
6. Deaths Touch – roll an extra 1d4 on your damage rolls, also a random ally suffers that amount of
damage.
7. Ghostly Ways – you are immune to Charm, Sleep, and Mind Control. You randomly give an ally a
nightmare during their Long Rest. They suffer 1d6 hit points at the end of the long rest.
8. Third Eye – you grow a third eye on your forehead. Roll advantage on insight, investigation, and
perception. You are vulnerable to blindness, lightning, and radiant damage.
9. Soul’s Bane – your soul compels you to destroy Strahd. When ghting those who are against Strahd
or neutral, you suffer -1 on all your attack and damage rolls. When you ght those, who are allies
with Strahd you gain +1 on all your attack and damage rolls.
0. Grim Reaper - you can cast once, Power Word Kill, but doing so means a random ally dies instantly.

Barovian Revenant Traits


The Vengeful Undead, seeking to destroy Strahd and free their captured soul!

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