Immortal (5e Class)
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The life cycle is a sacred force of nature, that put every living creature in motion. Is the primary drive to every single creature, the need to maintain life, to perpetuate life. Some seek desperately to keep life through magic, or through descendants, and others ensue that the life will have an end, destroying undead creatures and battling the forces that disrupt the cycle.
There are, however, those who live outside the cycle of life. Immortals are creatures blessed, and sometimes cursed, by the gods themselves with a spark of their divine immortality. Although the eminence of death can motivate a living creature and give it a goal, the burden of immortality, puts a great responsibility under one's shoulders. Since they will live to see their legacy, they must be careful and thoughtful with their goals, their objectives and obligations.
Creating an immortal
- Quick Build
You can make a immortal quickly by following these suggestions. First, constitution should be your highest ability score, followed by dexterity or . Second, choose the Hermit background. Third, choose <!-elaborate on equipment choices->
As a Immortal you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Constitution, Charisma
Skills: Choose any three
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A martial weapon or (b) Two Simple weapons
- (a) Leather armor and a shield or (b) Chain mail
- An explorers pack and a simple weapon
|Features||—Spell Slots per Spell Level—|
|1st||+2||Blessing of Immortality, Gift of the Ever-Living, Memory of Ages||—||—||—||—||—|
|2nd||+2||Unbreakable, Spellcasting, Vitality||2||—||—||—||—|
|4th||+2||Ability Score Improvement||3||—||—||—||—|
|6th||+3||Blessing Feature, Perfect Health||4||2||—||—||—|
|7th||+3||Enduring Body, Memory of Ages||4||3||—||—||—|
|8th||+3||Ability Score Improvement||4||3||—||—||—|
|12th||+4||Ability Score Improvement||4||3||3||—||—|
|16th||+5||Ability Score Improvement||4||3||3||2||—|
|19th||+6||Ability Score Improvement||4||3||3||3||2|
Blessing of Immortality
Starting at 1st level, you can choose one blessing of immortality as the source of your undying nature. You can choose between the options shown at the end of the class description. Your choice grants you features at 1st level, and again at 3rd, 6th, 10th and 18th levels.
Memory of Ages
Starting at 1st level, whenever you make an Intelligence (History) check and roll a 9 or lower, you can choose a 10 instead.
At 7th level, you can recall information about the past, due to your long immortal life. A number of times equal to your Intelligence modifier (minimum of 1), you can use your action to gain proficiency in one language, skill or tool proficiency of choice. The gained proficiency lasts until you finish a short rest. You regain uses of this feature after a short or a long rest.
Gift of the Ever-Living
Also at 1st level, you have a incredible durability to effects that would kill other individuals. Whenever you are reduced to 0 hit points, you can use your reaction to be reduced to 1 hit point instead.
In addition, when you roll a 1 or a 20 on a death saving throw, you regain 1 hit point. Moreover, you no longer age, and you are immune to being magically aged.
At 2nd level, when you use the reaction to be reduced to 1 hit point, you can spend a spell slot of 1st-level or higher, to gain additional hit points equal to 1d8, plus 1d8 per level of the slot spent.
In addition, while not wearing heavy armor, you reduce the damage taken by an amount equal to your proficiency bonus.
By 2nd level, you start to develop the immortality blessing, in a form of magical powers.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the immortal spell list. The Spells Known column of the immortal spellcasting table shows when you learn more immortal spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the immortal spells you know with another spell of your choice from the immortal spell list. The new spell must be of a level for which you have spell slots.
- Spellcasting Ability
Intelligence is your spellcasting ability for your immortal spells, since your power derives from your vital energy. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a master of the arcane sword spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
- Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your master of the arcane sword spells.
Starting at 2nd level, you gain a special die, called vitality die. Whenever you regain hit points or reduce damage using a reaction, you can add your vitality die to the amount of hit points you regain. Your vitality die is a d6. Starting at 7th level you roll 2d6, 3d6 at 14th level and 4d6 at 20th level.
Whenever you take damage, you can use your reaction to reduce the damage taken by a roll of your vitality die. In addition, whenever you reduce the damage taken by your vitality die and is reduced to 0 hit points, you are reduced to 1 hit point instead.
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action.
At 6th level, you become immune to disease and poison.
Beginning at 7th level, when you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Starting at 11th level, whenever you reduce the damage taken with your Vitality feature, you can make an attack against that creature as a reaction. On a hit, you deal additional damage equal to your vitality die.
At 14th level, whenever you are reduced to 0 hit points, you can spend a hit die, and be reduced to the amount rolled instead.
In addition, you no longer fall unconscious when reduced to 0 hit points. You still die if you fail 3 saving throws.
Starting at 15th level, you gain a special reaction, that you can take once on every creature's turn, except your own turn. You can use this special reaction only to use your Gift of The Ever-Living feature. You can't use this feature on the same turn you take your normal reaction.
Blessing of the Undying
The blessing of the undying is the most common of all of the gifts received by immortals. Those who bear this blessing usually have extremely long lives taking care of their loved ones in times of peace, or become legendary warriors, famous for their victories in the battlefield in times of war.
- Undying Knowledge
Starting at 1st level, over the course of a short or a long rest, you can recall one memory from your long life. You gain proficiency in one language, tool or skill, that lasts until your next rest.
- Power of the Living
At 3rd level, keeping your vitality enhances your strength and endurance. While you are at your maximum of hit points, whenever you roll the maximum on a damage die or vitality die, you roll one vitality die and add the number rolled to the result.
In addition, if you have at least more hit points than half your maximum, when you roll your vitality die you can roll twice and choose the highest result.
- Aura of Vitality
Starting at 10th level, when you are at your maximum amount of hit points, you emanate an aura of life. Friendly creatures inside the aura (including you) gain a bonus equal to your Constitution modifier, with a minimum of 1, to death saving throws, Strength and Dexterity checks and Constitution checks and saving throws.
In addition, whenever a creature succeeds a death saving throw inside the aura, it regains 1 hit point.
At 18th level the aura increases to 30 feet.
Starting at 10th level, if you are at your maximum amount of hit points, you can impose disadvantage on one attack made against you in each round.
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.
Blessing of the Guardian
Immortals who receive the blessing of the guardian don't gain a gift, but a duty. The duty to protect those who lack the incredible durability of the immortals, and they use their own bodies as shields for those who they protect.
- Guardian Spells
|3rd||shield of faith|
|17th||circle of power|
- Warding Senses
Starting at 1st level, you gain proficiency in Perception. In addition and with heavy armor. In addition, you can benefit from the damage reduction from your Unbreakable feature while in heavy armor.
- Gift of the Sentinel
Starting at 3rd level, you learn how to emanate an aura of protection for 1 minute, using your bonus action. You gain the following benefits:
- Whenever you take damage, you reduce the damage taken by your Vitality Die.
- When a friendly creature within 30 feet take damage, you can use your reaction to use Vitality to protect that creature, reducing the damage.
- You can use your bonus action to give temporary hit points to a creature inside your aura. An amount equal to a roll of your vitality die.
You can use this feature twice, gaining one additional use at 13th and another at 19th levels. You regain your uses of this feature when finishing a long rest.
- Shield of the Weak
Starting at 6th level, whenever a creature within 10 feet fail a saving throw, you can make a Dexterity saving throw with advantage. If you succeed, both you and the creature succeed the saving throw. On a failed save, you fail but the creature succeed the save.
In addition, while Gift of the Sentinel is active, you can use your Vitality feature to reduce damage taken by a creature within 30 feet.
- Blessing of Aegis
At 10th level, you can use the Vitality feature to add the result to your AC. You can use this feature a number of times equal to your Constitution modifier, regaining your uses after a long rest.
When using Blessing of Aegis, you don't need to use your reaction. You still can use only once in each turn.
- Surge of Life
At 18th level, you can use your protection to spread a surge of life to creatures around you. You can choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 50 hit points. This ability also ends blindness, deafness, and any diseases affecting the target. This spell has no effect on constructs or undead.
If Gift of Sentinel is active while you use this feature, you can instead choose up to 5 creatures, including you, to regain 10 hit points.
Once you use this feature, you can't use it again until you finish a long rest.
Blessing of the Celestial
You have been blessed by the gods with immortality. Since birth, you can sense the touch of a higher being, altering your appearance and giving you divine energy, and as you grew you developed these powers, as well acquiring the perception that this gift was bestowed upon you as a mean to undertake a holy matter.
- Celestial Spells
|3rd||protection from evil and good|
|13th||guardian of faith|
- Celestial Heritage
At 1st level, you finally awake your celestial heritage. You gain advantage on saving throws against being frightened or charmed. In addition, you learn how to speak, read and write in celestial.
- Heavenly Glow
Starting at 3rd level, you can use your bonus action to summon a heavenly glow to a weapon you wield. For the duration, you deal additional radiant damage equal to your Vitality Die on a hit.
In addition, you shed bright light on a 10 foot radius, plus dim light for another 10 feet.
You can use this feature three times, regaining your uses after a short or a long rest.
- Radiant Rebuke
At 6th level, whenever a creature hit you with an attack, you can choose to force a creature to make a Dexterity saving throw or take radiant damage equal to your vitality die as a reaction.
- Divine Smite
Starting a 10th level, when you cause radiant damage with your Heavenly Glow, you can spend a spell slot to cause additional radiant damage equal to 1d8 , plus 1d8 per spell slot spent.
- Holy Aspect
Starting at 18th level, you can spend one use of your heavenly glow to assume the form of a celestial. For 1 minute, you gain the following benefits:
- You gain a flying speed of 60 feet.
- You have advantage on saving throws against spells or magical effects.
- As a bonus action, you can cause one creature within 30 feet to gain temporary hit points equal to your proficiency bonus.
Once you use this feature, you can't do so again until you finish a long rest.
Blessing of the Martyr
You devote your life to protect the others, using your suffering and pain to shield others from this harm. You have been given this power by an entity to serve as a pious protector of those in need.
- Suffering for Others
Starting at 1st level, you can choose one creature you can see within 30 feet as a bonus action. You grant the damage reduction from your Unbreakable feature to that creature until the start of your next turn, while you lose this feature for the same duration.
In addition, you gain the Insight skill, if you don't have it already.
- Stigma of Protection
Starting at 3rd level, once in each turn when a creature within 30 feet takes damage, you can choose to take that damage instead. You roll your vitality die to reduce that damage. You can't use this feature on the same turn you have used a reaction.
- Shared Pain
At 6th level, you can touch two creatures within range as an action. You roll your vitality die, and you can choose one creature to lose hit points and another to regain hit points equal to the amount rolled. This hit point loss can't be reduced by any means.
- Bloodied Strike
At 10th level, when you hit a creature with an attack, you can spend a hit dice to deal additional damage equal to the number rolled. You add your vitality die to this damage roll.
- Ultimate Sacrifice
Starting at 18th level, you can touch a creature that has been reduced to 0 hit points and cast heal. You are instantly reduced to 0 hit points after doing so.
true resurrection without spending spells slots or spending material components. You instantly die after using this feature.
Once you use this feature, you can't use it again until you finish a long rest.
Blessing of the Restless Corpse
You have been cursed by immortality after having a contact with an undead being, either involuntarily due to an attack, or voluntarily after a pact. You have looked for the secrets of immortality.
- Restless Corpse Spells
- Undead Nature
Starting at 1st level, your type change to undead. You don’t need to eat, drink, or breathe.
- Draining Vitality
Starting at 3rd level, you can drain the vitality of creatures with your touch. You can make a melee spell attack against a creature within range. On a hit, you cause necrotic damage equal to your vitality die + your Constitution modifier, and gain temporary hit points equal to the damage dealt.
If you can make more than one attack in each turn, you can use this feature in place of any of the attacks. You gain temporary hit points equal to the sum of both attacks.
Moreover, if you spend a hit die when using this feature, you can regain hit points as if you had completed a short rest + the amount of temporary hit points you would gain. You don't gain temporary hit points when you do so.
- Blood Drinker
Starting at 6th level, whenever you hit a creature with your vitality drain, you can steal one of its hit die, regaining hit points equal to the number rolled + its Constitution modifier.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses after completing a long rest.
- Deadly Form
At 10th level, whenever you roll initiative, you can assume your dreadful aspect. When you do so, you gain temporary hit points equal to a roll of your vitality die.
In addition, all hostile creatures within 30 feet must succeed on a Wisdom saving throw, or be frightened by you for 1 minute. The creature can try another saving throw at the start of each turn to end the effect.
- Bloodied Reflexes
At 18th level, when you drain a creature with your Blood Drinker feature, you can enter in a blood frenzy as a reaction, that lasts for 1 minute, granting you the following benefits:
- Once in each of your turns, when you use your Draining Vitality feature, you regain hit points equal to the amount of temporary hit points you gained.
- You can use your bonus action to move 20 feet. This movement can be either climbing or flying. If you choose to flight, you must end your movement in the ground, or else you fall aloft.
- You can move additional 5 feet after each attack you make.
Once you use this feature, you can't use it again until you finish a long rest.
Immortal Spell List
Immortal spells usually are related to maintaining or restoring one's vitality, as well as to enhance their own physical capabilities.
absorb elements, cure wounds, expeditious retreat, false life, heroism, jump, longstrider, sanctuary, zephyr strike.
aid, enhance ability, lesser restoration, magic weapon, protection from poison, warding bond.
aura of vitality, beacon of hope, catnap, feign death, haste, life transference, protection from energy, revivify
aura of life, aura of purity, death ward, freedom of movement, stoneskin
antilife shell, greater restoration, mass cure wounds, skill empowerment, steel wind strike
Proficiencies. When you multiclass into the immortal class, you gain the following proficiencies: light armor, medium armor, simple weapons, and martial weapons.