Immortal Bloodline

Your lineage traces back to a being of great power, an ancient creature brought about by the same primordial forces that created the universe. All of its descendants share in its primitive magical abilities: mainly regeneration, damage resistance, and eventual deathlessness.

Your lineage may be a well known pride of your family, or your powers may come as a surprise when long dormant potential awakens within you as a young adventurer.

Those who descend from immortal bloodlines are exceedingly difficult to kill. They often outlive their friends and adversaries alike, eventually leading to either a solitary, or family-centered lifestyle.

Extended Family

At 1st level, your body undergoes subtle changes due to your bloodline, granting you a special adaptation. Choose a class of creature that corresponds to your immortal ancestor from the table below, you then acquire the corresponding benefit.

Creature Benefit Aerial You can choose to fall at 60ft/round and not take fall damage Angelic You have advantage on insight checks Aquatic You can breathe underwater Demonic You have advantage on intimidation checks Nocturnal You gain Darkvision 60ft Nomadic Your speed increases by 5ft, and you need not rest while travelling on foot Predator You have advantage on perception checks relying on sight Psionic You gain telepathy up to a range of 30ft Shapechanger You have advantage on deception checks Subterranean You gain a burrow speed of 10ft

If none of the above options fits the ancestor you had in mind, talk to your DM about a minor ability that would fit your lineage. Also, if your DM allows it, you can develop minor physical characteristics related to the Family Tie you chose.

Ancient Resilience

Beginning at 1st level, your arcane prowess begins to manifest itself throughout your body. You cannot be poisoned. Also while you are not wearing armor, your AC equals 10 + Dexterity modifier + Constitution modifier.

Primeval Vitality

Starting at 6th level, the ancient power seeping through your veins can now actively heal your wounds. You can use your action and spend any number of sorcery points to regenerate the same number of hit points at the end of each of your turns for 1 minute. This effect ends if you drop to 0 hit points.

Mortal Aversion

At 14th level, you are no longer affected by the passage of time and you are much harder to kill. You cease to age, and you are immune to aging effects. You also have advantage on death saving throws.

Immortal Cycle

Your true power finally matures. At 18th level you learn to adapt to danger so well that you can survive even death itself.

Each time you die, you instead enter into a death-like coma for 24 hours less one hour for each sorcery point you have. Afterwards you are fully brought back to life with all sorcery points expended. This doesn't cure you of any afflictions.

Each time you are resurrected in this manner, you suffer a permanent -2 penalty to your constitution score that stacks each time this occurs. This penalty affects your max hit points according to the normal rules for decreases in constitution. If you would ever be resurrected in this way with either 0 max hit points or a constitution score of 0, you don't regenerate and are dead. This exception cannot be avoided by any effect that changes your constitution score.

If you are ever returned to life via other means, such as by the spell resurrection, you are brought back without an additional constitution penalty, but you maintain all previously acquired penalties.