Base Class: Fighter
Survivors are fighters who are almost impossible to kill. Often, they suffered terrible wounds, only to heal quickly instead of dying, and have continued to manifest healing abilities since. Usually, they are ordinary people who, for unexplained reasons, have developed the capacity to escape death.
Superior Metabolism
When you choose this archetype at 3rd level, you gain advantage on saving throws against poison, and you have resistance against poison damage.
Regenerative Powers
Also at 3rd level, you have unlocked an innate ability to heal quicker and better than most other people can dream of. This ability is represented by your Regeneration dice, which are d4’s. You have a number of Regeneration dice equal to two times your proficiency bonus, and can use them for different abilities that are described below. Whenever you use your Second Wind feature, you regain 1 expended Regeneration dice. You regain all regeneration dice when you finish a long rest. When you reach certain levels in this class, the size of your Regeneration dice increases: at 5th level (d6), 11th level (d8) and 17th level (d10). The following abilities use your Regeneration dice:
Recover. As a bonus action, you may expend one Regeneration die, rolling it and gaining hitpoints equal to the number rolled plus your constitution modifier (minimum of 1).
Endure. As a reaction whenever you take damage, you may expend two Regeneration dice to give yourself resistance to one of the types of damage until the start of your next turn.
Overcome. Whenever you fail a Strength or Dexterity
check or saving throw, you may expend one die, rolling it and adding it to the check. If the check still fails, you regain the expended die.
Unyielding
At 7th level, you can get back up even after near lethal wounds. At the start of your turn, if you have 0 hitpoints you may expend a Regeneration die to gain a number of hitpoints equal to the number rolled plus your constitution modifier (minimum of 1). Once you've used this feature, you cannot do so again until you've finished a long rest.
At 18th level you can use this feature twice a long rest.
Slow Regeneration
At 10th level, you gain the ability to slowly heal all the cuts and bruises of a battle. As an action you can expend three Regeneration dice and roll one of them. You regain a number of hitpoints equal to the number rolled. For the next minute you can reroll the same die at the beginning of each of your turns, and regain a number of hitpoints equal to the number rolled each time. This effect ends early if you take damage.
Furthermore, if you lose a limb, an eye or another part of your body that is not fundamental to your survival, it grows back when you finish a long rest.
Undying
At 15th level, it is even harder for you to die. You have advantage on death and Constitution saving throws and become immune to disease.
Immortal
At 18th level, you stop aging and gain the ability to return to life after death. When you die, if your head is not cut off and your body is not destroyed, you return to life after 1d10 days with 1 hitpoint, half your Regeneration dice and 1 level of exhaustion. If you die again within 1 week of returning to life this way, this feature does not activate again.
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