Image from Google Gemini
The origin of the Reborn on Thimtona coincides the Upheaval, an event that occurred 500 or so years ago. At the same time planar incursions were occurring with devastating frequency - a substantial fraction of the dead stopped dying. An even smaller fraction, the Reborn, retained a foggy recollection of the life prior to being reanimated by some unknown necrotic source. Even stranger still, the Reborn can call on experiences that extend beyond the previous life among the living, capturing echoes of prior lives or ancestral connections to the dead antecedents.
The reborn have eschewed many of the necessities of the living. The necrotic energy that animates their once living body meets all their needs for drinking, eating, and breathing. Only their psyche requires rest - time to dwell upon their existence in silent contemplation of their pasts.
The Reborn live a life in the shadows. Their bodies are frozen in the state at the time of death - making those who died in acts of violence a frightful sight to behold. The Ranites - a militant priesthood of the god of Death who view the undead as an abomination - lead a vicious and active campaign of persecution against the Reborn. But sympathetic hedge wizards and alchemists offer a number of solutions for the Reborn seeking to blend in with the living, breathing eating populous.
Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1. If you are replacing your race with this lineage, replace any Ability Score Increase you previously had with this.
Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. If you are replacing your race with this lineage, you retain any languages you had and gain no new languages.
Creature Type. You are a Humanoid (Undead).
Size. You are Medium or Small. You choose the size when you gain this lineage.
Speed. Your walking speed is 30 feet.
Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed you gained from it.
If you don't keep any of those elements or you choose this lineage at character creation, you gain proficiency in two skills of your choice.
Deathless Nature. You have escaped death, a fact represented by the following benefits:
You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
You have advantage on death saving throws.
You don’t need to eat, drink, or breathe.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.
Negative Energy Taint: The negative energy that animates your body and returned your consciousness to your last body on the Prime Material Plane makes healing damaging and necrotic energy restorative.
Spells or effects that restore health to the living instead deal damage equal to their healing effect.
Spells or effects that deal necrotic damage instead restore your hit points. Health is regained equal to 1d10 per the spell level of the necrotic effect. Other effects associated with the necrotic damage is ignored. Cantrips that deal necrotic damage instantly stabilize reborn creatures but do not return hit points.
You can be turned by Turn Undead and similar effects.
Knowledge from a Past Life. You temporarily remember glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 immediately after seeing the number on the d20 and add the number on the d6 to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.