Arcane Tradition: Immortality
Most ascribe life and death to the dominion of clerics and gods. Wizards of the Immortality tradition contest this, focusing their studies between the schools of necromancy and transmutation to circumvent mortality. The tradition teaches methods by which Immortalists reduce divine magic to its arcane base. Some seek the tradition for themselves, while others hope to bring the information locked behind religion to the masses. As adventurers, they focus on using arcane healing and changing their bodies as dangers arise.
Eternal Acolyte
Beginning at 2nd level, you have unlocked the divine's unique methods of affecting the body. Whenever you gain a level in this class, you can add a cleric spell from the necromancy or transmutation school to your spellbook instead of a spell from the Wizard spell list. This spell must be of a level for which you have spell slots.
Additionally, you gain proficiency in the Medicine skill and have advantage on ability checks made to identify causes of death.
Arcane Bloodwell
At 2nd level, you learn to infuse yourself with arcane energy as a means of sustaining your body and prolonging your life. As a bonus action, you can expend one spell slot to regain 1d8 hit points per level of the spell slot expended.
Alternatively, you can forgo this healing to cure one disease or neutralize one poison affecting you for each spell slot that you expend.
Liberated Anatomy
Starting at 6th level, you learn to push your body beyond its limits while arcane energy flows through it. When you cast a spell with a range of self, you can choose to gain a +2 bonus to your AC or advantage on either Strength or Dexterity saving throws for the spell's duration.
Unfettered Mortality
At 10th level, you conquer mortality's typical chains. You no longer need to eat, drink, or sleep, though you can do so if you choose to. For every 10 years that pass, your body ages only 1 year, and you can't be magically aged.
Additionally, when you expend a spell slot of 3rd-level or higher with your Arcane Bloodwell feature, you also end any effects causing you to be blinded, deafened, or paralyzed.
Soul Safe
When you reach 14th level, you bind your soul to an object of your choice that holds sentimental value. By completing an uninterrupted ritual over the course of 12 hours, you infuse a Tiny nonmagical object with your life energy. The object has an AC of 21, 10 hit points, immunity to poison and psychic damage, and resistance to all other damage. If you infuse a second object in this way, the first loses its magical power.
If you die while on the same plane of existence as the object, your body isn't destroyed, and no other effect can capture your soul (such as the clone spell), you return to life with half of your hit points in the space your body occupies at the end of your next turn, you gain one level of exhaustion, and the object is destroyed.