Sorcerous Origin- Myriagenarian

Many sorcerors can link their magical abilities to some long forgotten ancestor. Perhaps a dragon procreated with yopur granny, a God tweaked your great grandfather, or someone long lost to time hooked up with a Storm Giant. Others just have a natural affinity with some element or force of nature. Mayhap they even resonate the raw firmament of magic.

Not you.

Regeneration Ad Infintum

You have been magically rejuvinated hundreds, maybe thousands of times. Each time, trace amounts of magic have been absorbed by you, like layers of lacquer on a wooden chest, changing the very nature of the material below. You may no longer really resemble your original form, as errors in the regeneration have been repeated and reinforced. The magics that have restored your body have left their marks on your soul and mind, often in strange and unexpected ways.

Strange Physique

Your body has changed, soaked in arcane energies and subtly warped by them. Choose one of the following mutations when you select this origin:

Imbuement of Light - You gently glow at all times, shedding bright light in a 5 foot radius and dim light in a 10 foot radius, your bodily fluids even more so, doubling both of those ranges. You You gain no advantage from being obscured by darkness, being lightly obscured, or Half Cover, and creatures trying to find you with Wisdom (Perception) Checks based on sight have +2 to their rolls. However, you can see for 120 feet in darkness, both mundane and magical.

Abberant Elasticity - Your body has become unnaturaly pliant and flexible. You gain advantage on Dexterity (Acrobatics) checks, but you permanently have disadvantage on Strength Checks and your carry weight is halved. Yuu can also force yourself through gaps as small as 12 inches on a side.

Metallaticized - A slow alchemical change has occured in you over time, turning organic tissue into a kind of living metal. You are vulnerable to Lightning damage, any effect that can damage metal permanently (such as a Rust Monster's Antennae) can do serious harm to you, requiring a Greater Restoration Spell to repair. Your weight is also doubled. However, Whenever you roll level up and roll new hit points, add 3 to that number, and when you are not wearing any armor, your AC = 10 + your Dexterity and your Constitution modifiers.

Horrifying Mutation- Your body has been warped into something truly foul to behold. You permanently have disadvantage on any charisma check that isnt made to Intimidate, and most creatures that see you undisguised will be hostile, fearing you are some sort of Monstrosity. The nature of your mutations is up to you and your DM's discretion. However, you now have proficiency and expertise in the Intimidation skill, and as an action, every creature within 30 feet of you that can see you must make a contested Wisdom roll or be frightened of you for 30 seconds. When this effect ends, or if a creature succeeds on this roll, it is immune o this feature for 24 hours.

Extreme Experience

At 1st level, you gain the ability to draw on your vast expereince, recalling some relevant nugget of information (At the Dms discretion) or, when you roll a Wisdom or Intelligence ability (or relevant skill, i.e. Arcana) check, you can choose to instead roll using your Charisma Modifier. You can use this feature a number of times equal to your Charisma Modifier (minimum 1).

You also know an additional cantrip from the Wizard spell list that doesnt count against your cantrips known. This Cantrip counts as a sorceror spell for you.

Arcane Adroitness

At level 3, you gain an additional 2 Sorcery Points that cannot be converted into spell slots. You gain an additional bonus Sorcery Point at 6th, 14th and 18th level.

Accustomed to Living

Starting at level 6, when something would drop your hit points to 0, you can use 3 sorcery points to instead drop to 1 hit point. Once you have used this ability you cannot use it again until you have finished a long rest.

Self-Regenerating

Once you reach 14th level in this class, you no longer age, and any time you roll a Hit Dice to recover hit points, the roll is always the maximum possible result. Also, you can spend a Hit Dice to recover from a point of Exhaustion.

Immortal Expertise

At 18th level, you gain perfect recollection of your entire life. You can spend 1 Sorcery Point to add +10 to any ability, skill, or tool check, or to give yourself advantage on a Spellcasting ability check.