Base Class: Sorcerer
Old Resilience
Starting at 1st level, your arcane prowess starts manifesting itself within your bloodstream. You can not be poisoned and you have poison damage resistance.
Changing Defense
At 1st level, you gain the ability to spend 1 point of sorcery for 1 hour gaining resistance to one type of damage of your choice. Using this capability you can only be resistant to one type of damage at a time. If you select a type of physical damage (Bludgeoning, Slashing, and Piercing), magical weapons can overcome that resistance.
Primeval Vitality
Starting at 6th level, your body is strengthened by the ancient power that flows through your veins and actively repaired. At the end of your turns, you regenerate 1 HP. Additionally, your AC is equal to 10 + Dexterity Modifier+ Consitution Modifier while you're not wearing armor.
Aversion of Mortality
Around 14th level, you are harder to kill, and the passage of time no longer affects you. You stop aging and you are immune to the effects of aging. If you would usually drop to 0 hit points, you could spend 5 sorcery points instead, falling to 1 hit point.
Soul Tether
Ultimately you mature true power. You are attaining a method of true immortality at level 18. You are gaining the ability to perform a ritual that will tie your soul into this world. In addition to your known spells, you learn the spell Resurrection and can cast it in any direction on an object of your choice which is no more than 5 feet in length. This ritual requires the same components as the spell but will take 5 hours instead. The object is becoming a Soul Tether and has 10 hit points now. If the Soul Tether is destroyed and you're alive at the moment, no matter what the object is, you're taking 6d6 psychic damage and you know it's destructed. The Tether amplifies the regenerative powers in your blood. If you're ever slain, it serves as a safe place to fully regenerate.
Impenetrable Protection
You can summon your Tether to your side once a day. For 1 minute it creates an astral projection of itself in an unoccupied square adjacent to yours. It is invulnerable and stationary but you are also invulnerable as long as you are within 5 feet of it. The projection looks like a ghostly copy of the object, which reveals its true form.
The Return of Immortals
If you die while you have a Soul Tether, you will enter a lengthy regeneration process. After 1d100 weeks you are resurrected (as per the spell) within 5 feet of your Tether in an unoccupied space.
- The resurrection process takes place over 1 hour, and during this time you are immune to any damage.
- If, when it is time for your resurrection, there is no open space adjacent to your Tether, your resurrection starts immediately when one becomes available.
- You can be resurrected from the Tether more than once.
You can die permanently if either you die while you do not own a Soul Tether or your Soul Tether is destroyed before it resurrects you completely. Your soul is then extinguished, and by any means, you can no longer return to life.
Old Resilience
Starting at 1st level, your arcane prowess starts manifesting itself within your bloodstream. You can not be poisoned and you have poison damage resistance.
Changing Feature
At 1st level, you gain the ability to spend 1 point of sorcery for 1 hour gaining resistance to one type of damage of your choice. Using this capability you can only be resistant to one type of damage at a time. If you select a type of physical damage (Bludgeoning, Slashing, and Piercing), magical weapons can overcome that resistance.
Primeval Vitality
Starting at 6th level, your body is strengthened by the ancient power that flows through your veins and actively repaired. At the end of your turns, you regenerate 1 HP. Additionally, your AC is equal to 10 + Dexterity Modifier+ Consitution Modifier while you're not wearing armor.
Aversion of Mortality
Around 14th level, you are harder to kill, and the passage of time no longer affects you. You stop aging and you are immune to the effects of aging. If you would usually drop to 0 hit points, you could spend 5 sorcery points instead, falling to 1 hit point.
Soul Tether
Ultimately you mature true power. You are attaining a method of true immortality at level 18. You are gaining the ability to perform a ritual that will tie your soul into this world. In addition to your known spells, you learn the spell Resurrection and can cast it in any direction on an object of your choice which is no more than 5 feet in length. This ritual requires the same components as the spell but will take 5 hours instead. The object is becoming a Soul Tether and has 10 hit points now. If the Soul Tether is destroyed and you're alive at the moment, no matter what the object is, you're taking 6d6 psychic damage and you know it's destructed. The Tether amplifies the regenerative powers in your blood. If you're ever slain, it serves as a safe place to fully regenerate.
Impenetrable Protection
You can summon your Tether to your side once a day. For 1 minute it creates an astral projection of itself in an unoccupied square adjacent to yours. It is invulnerable and stationary but you are also invulnerable as long as you are within 5 feet of it. The projection looks like a ghostly copy of the object, which reveals its true form.
The Return of Immortals
If you die while you have a Soul Tether, you will enter a lengthy regeneration process. After 1d100 weeks you are resurrected (as per the spell) within 5 feet of your Tether in an unoccupied space.
- The resurrection process takes place over 1 hour, and during this time you are immune to any damage.
- If, when it is time for your resurrection, there is no open space adjacent to your Tether, your resurrection starts immediately when one becomes available.
- You can be resurrected from the Tether more than once.
You can die permanently if either you die while you do not own a Soul Tether or your Soul Tether is destroyed before it resurrects you completely. Your soul is then extinguished, and by any means, you can no longer return to life.
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