Prestige Ancestry: Reborn
Death isn’t always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless veins making it clear that they’ve been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured bodies. Whatever their origins, reborn know a new life and seek experiences and answers all their own.
Prestige
Reborn is a the Prestige Ancestry. It can be taken after character creation at any point when you would receive a Feat in place of taking a regular Feat. A character must meet the following prerequisites to do so:
- You must have a Constitution score of 15 or higher.
- You must have 30 or more hit points
- You must have a Common or Uncommon Ancestry.
- You can't already have a Prestige Ancestry.
Your DM might allow you to ignore one or more of these prerequisites, and may allow you to take this Prestige ancestry at 1st level.
Regardless of when you gain this ancestry, its features modify or add onto your base ancestry's. If a feature is present on both the prestige ancestry and the base ancestry, you take the version of the feature in the prestige ancestry unless specified otherwise. If your DM allows you to gain more than one prestige ancestry, you use the newest version of any feature it has that you previously gained.
Reborn Traits
Creature Type. You count as an Undead in addition to any other creature types you gained from your base ancestry.
Deathless. You have escaped death, a fact represented by the following benefits:
- You don’t need to eat, drink, or breathe.
- You don’t need to sleep, and magic can’t put you to sleep. To gain the benefits of a long rest, you must spend 4 hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you Unconscious, and you can see and hear as normal.
Grave Resistance. You have advantage on death saving throws and saving throws against being Poisoned.
Additionally, you are resistant to Poison damage.
Faded Memories. Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal with. Their memories of events before this interruption are often vague or absent. Occasionally, the most unexpected experiences might cause sensations or visions of the past to come rushing back.
Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before.
When you take a long rest, you can choose to rest for double your normal time to rest. When you do so, roll a d20 at the end of the long rest and record the number rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with this foretelling roll. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Your foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.