Time Lord's Regeneration
Regeneration: When you reach 0 hit points, instead of making death saving throws, you may instead choose to regenerate. When you decide to regenerate, two lines of radiant energy originating from you extend to 10 feet in any direction of your choice, along with a third beam, which shoots directly upward for 10 feet. Any creatures touching these beams will take 300D100 Neutral Divine Damage.
The Regeneration process lasts for one round, during which if you take damage, you must make a Constitution saving throw with +5 Divided the amount of damage taken; on a failed save, you are automatically killed. After regenerating, the beams of light disappear and you are restored to full health with a new body.
For 8 hours after regenerating, you heal of 100 HP at the beginning of each round, you subtract 5 feet to your speed, and you have disadvantage on all attack rolls, ability checks, and saving throws. Additionally, you are afflicted with Jumbled Brain for the first 24 hours after your regeneration. You cannot use this ability more than 12 times, unless your DM creates some circumstance which gives you another regeneration cycle (12 regenerations). After you have exhausted all of your regenerations, you must make death saving throws as usual if you reach 0 hit points. Even if you are resurrected after dying through a different process, you do not regain spent regenerations.
Comments