Lich, 4th Variant (5e Class)

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The Lich[edit]

Whether you became a Lich via forbidden arcane secrets, you became an eternal servant of a Deity (or other equally powerful being), or an experiment that hard truly unexpected results, whatever the cause or reason, you are now a member of the Undead. Liches are by far the most powerful kind of Undead in the world. Some seek it for immortality, to get vengeance on a foe they couldn't see defeating as a mortal, they sought to preserve their knowledge while unlocking new knowledge later on, or it was the lure of being an overlord of mass undead armies and conquering the world. But, your new existence bears new challenges, many things you took for granted are no longer accessible to you, while other seemingly impossible goals are now fully possible given that you have all the time in the world. As a Lich, you have many advantages at the cost of many disadvantages.

Ways a person could become a Lich:

  • Dark Secrets hidden in the world and beyond.
  • You joined a religion and your deity turned you into one.
  • You read The Book of Vile Darkness.
  • An experiment that had vastly unexpected results.
  • Transformed into a Lich by a Cursed Artifact.

Creating a Lich[edit]

Why play a lich?

  • You're sick of playing the Paragon of Good and want to see what being a Paragon of Evil is like.
  • You want to make an undead army, conquer the world, and/or wanna become the Big Bad Evil Guy (BBEG).
  • You want to see what it's like to be a rotting corpse that wields magic and is typically feared by all as abominations.
  • You're sick of fighting goblins, kobolds, orcs, etc. and you want your DM to give you an equal challenge to what you are.
  • You want to see if you can play good as something that is normally seen as the most vile undead.

Pros of being a Lich[edit]

  • As long as your Phylactery is safe & intact, you are immortal and can come back as many times as you want.
  • You can create a literal army of undead, you can dominate lesser undead, and given enough time, you can make your own undead.
  • Begone with the mundane! You do not need to eat, drink, sleep, and given your body is essentially dead, you have no need of warmth.
  • Naturally, you are immune to Poison & the condition of Poison, and you cannot be Charmed by anything, later you'll gain resistances to Fear & Paralyze.
  • You are no longer bound by the rules & laws of the civilized world as they do not consider you to be "one of them", you are just a monster to them.
  • You have all the time in the world to pursue any goal/interest and take as long as you want, the world may die, and if you are smart, you will not die.

Cons of being a Lich[edit]

  • The World is fully aware of what Liches are, what they can do, and what you should do if you see one; run or die.
  • Most Liches are typically evil and heartless, as such even if you intend to play good, the world will automatically assume you are here to end lives rather than save them, even if you swear you mean them no harm, most will not believe you.
  • You look like a rotting corpse with literal burning eyes. The eyes of a Lich is a key identifier, none of the other undead creatures have that feature.
  • As a Lich, all the luxuries that other classes & living races experience in civilized society, such as buying things, getting jobs/quests, making new friends & allies, starting a family, casually talking to just anyone, getting assistance from strangers, the law on your side against criminals, even something like joining a bandit group/gang, you can't do that anymore as most people will flee in terror, while other people like Heroes, Adventurers, Army, Religious organizations, etc will try to destroy you.
  • Being a Lich is not as easy as many would believe, while you do have abilities that most classes & races wouldn't have access to, your new existence is typically going to be solitary and hidden as one simple mistake could cost you dearly.
  • Your Phylactery is both your greatest strength and your ultimate downfall. While you may feel unbeatable or indestructible, your Phylactery is very fragile no matter what it was made from. A simple tap of a hammer or someone's foot smashing it will instantly end you. Your soul is destroyed with it, as such you should treat it with just as much care as Voldemort did with his Horcruxes.
  • While you do gain boons for being a Lich, you also gain disadvantages of being Undead as well. Healing spells such as Lay on Hands will hurt you. You are subject to the Turn Undead spells. Most Deities (Gods), except for Death Gods, will more than likely smite you before you step foot in a Church or Shrine.
  • Finally, if you wish to avoid most of the negatives, then your only other option is to swear fealty to a Deity before becoming a Lich, most will still fear you, but since you're working for a Deity, people are more willing to trust you. However, your Deity/God has absolute authority over you now as he/she literally holds your soul in the palm of their hand. If you disobey or anger your Deity, poof, you're dead. And even more scary, if your Deity has no more need of you; sees you as unnecessary for whatever reason, poof, you're dead.


Using this Class
  • You may use it as a New Character, pretend as if you were previously a powerful high level mage.
  • If you are using this for a Character that recently achieved Lichdom, you forfeit your current Class (features, abilities, spells), Character level, and Feats. Your character would keep all equipment, wealth, Background, and you will adjust your Hit Dice to match this one, and skip what you would gain for equipment except your Phylactery. Erase your spellbook of the spells your character has had thus far, and replace them with your new ones from this Class.


Quick Build

You can make a Lich quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution, then Dexterity for your armor class.

Class Features

As a Lich you gain the following class features.

Hit Points

Hit Dice: 1d8 per Lich level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Lich level after 1st

Proficiencies

Armor: Light Armor & Medium Armor
Weapons: One Weapon of your choice
Tools: None
Saving Throws: Constitution and Intelligence
Skills: Choose any three from Arcana, Deception, Investigation, History, Medicine, Nature, Perception, Persuasion, or Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Scholar's Pack or (b) Diplomat's Pack
  • (a) a Ring (your Phylactery) or (b) an Amulet (your Phylactery)
  • (a) Leather Armor & a Long Sword or (b) Leather Armor & a Warhammer
  • a Spellbook

Table: The Lich

Level Proficiency
Bonus
Features Cantrips —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Path of the Lich, Phylactery, Lich Perks 3 2
2nd +2 Drain Touch & Mercy 3 3
3rd +2 Undead Domination 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 Path of the Lich Feature 4 4 3 2
6th +3 Traits of the Undead 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 Mask of Unlife 4 4 3 3 3 1
10th +4 5 4 3 3 3 2
11th +4 Short Teleport 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 Path of the Lich Feature 5 4 3 3 3 2 1 1
14th +5 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement, Disrupt Life 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Path of the Lich Feature 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Lichdom Awakening 5 4 3 3 3 3 2 2 1 1

'Author's Note'

Standard D&D Liches are at minimum level of 17-18 if we go by the books. To address something that should be obvious, you start at Level 1 as a Lich because it is a consequence of the Transformation to Lichdom. If you are looking for a PC Lich that starts at level 17-18 with access to 9th levels spells, I can guarantee you that no DM anywhere will allow that.

Spellcasting[edit]

As a Lich, your knack for magic and casting spells, combined with your new powers, allows you to cast your spells without needing a spell book. Although, you can keep a book if you wish. You can copy spells down for the same cost as you would in a Wizard’s spell book, although to learn the spell you will need to study it and memorize it during a 5 hour meditation. You gain all expended spell slots when you finish a 5 hour meditation.

Preparing and Casting Spells

You prepare the list of Lich spells that are available for you to cast. To do so, choose a number of Lich spells equal to your Intelligence modifier + your Lich level (minimum of one spell) at the end of each 5 hour meditation. You may cast those spells until the end of your next 5 hour meditation, when you choose new spells to prepare.

Spellbook

Your spellbook is the repository of the spells you know.

Your known Cantrips is based on the Lich Table (same rules apply), not counting cantrips gained from Dark Lord.

Spells At first level and higher

At 1st level , your spellbook contains six 1st-level Lich spells of your choice from Wizard. Every level after that, you learn two spells. Same restrictions.

Spellcasting Ability

Intelligence is your main spellcasting ability for your Lich spells, as you have spent your time practicing spells and learning as much as you could before the rituals. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Lich spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast a Lich spell as a ritual if that spell has the ritual tag and you have the spell in your book. You don’t need to have the spell prepared.

Path of the Lich[edit]

At 1st level, you can choose one of two Paths of the Lich, as a Subclass; The Dark Lord or The Death Knight. Your choice grants you features at 1st level and again at 5th, 13th, and 18th level.

Phylactery[edit]

Your Phylactery is where your essence is stored, it can be any small object like a ring or an amulet. If it is destroyed, you are permanently dead.

  • When an attack would reduce you to 0 HP, you may make a Constitution save with a DC of 8 + 1 per damage taken. If you succeed, you fall to 1 HP instead. You cannot use this ability again until you meditate undisturbed for 5 hours (counts as long rest).
  • If you fail the Constitution save, then your body is destroyed, excluding anything you are wearing. At that point, your phylactery will require 1d6+2 days to create a new undead body for you. You will reform within 10 ft of it without the equipment your previous body had.
  • Your phylactery can't bring you back infinitely, after your 5th "revival", you must spend 24 hours meditating with your phylactery in hand, if you are disturbed for any reason, you must restart the meditation from the beginning, afterwards your phylactery will regain it's uses. If you don't do this, then the next time your body is destroyed, the strain will shatter your phylactery, ending your existence.
  • Your phylactery functions as an Arcane Focus for spells, but you aren't restricted to using your Phylactery as your only Arcane Focus.
  • You do not need to carry your Phylactery on you to survive, you only need to ensure that it remains undamaged & safe.

Lich Perks[edit]

As an Undead, you gain immunity to Poison damage as well as the condition and you cannot be Charmed by any spell or other means. Additionally, because of your Lich status, your body regenerates 1d4 + your Constitution modifier every hour while NOT in combat. Finally, your eyes. They have been replaced by small ethereal flames that give you a natural ability to see in the dark and they act as a source of dim light. However, your Lich eyes are a dead giveaway of what you are, any creature that sees your burning eyes will be able to tell immediately that you are a Lich.

Drain Touch & Mercy[edit]

At 2nd level, you gain the ability to siphon health from living creatures. At the cost of one spell slot, you may make a melee spell attack. On a successful hit, you deal 1d4 Necrotic damage plus your Constitution modifier and heal for the same amount of damage dealt. Any excess healing is added to Temporary Hit Points. Furthermore, assuming you are feeling merciful, you may touch a creature and use your Temporary Hit Points to heal another, this action will also use one spell slot. If however you have no temporary hit points, then this action will damage you.

Undead Domination[edit]

Your natural mastery of undeath grants you control over various Undead. At 3rd level, you can make a Skeleton Undead that you can see within 30 feet of you roll a Wisdom saving throw against your Spell Save DC or fall under your complete control until they are destroyed. Other Undead such as Zombies, Wraiths, Specters/Ghosts, and other more powerful Undead are immune to this effect at this level. At 6th level, you can take control of Zombies. At 9th level, you can take control of Wraiths. At 12th level, you can take control of Specters/Ghosts. All other Undead are immune to this effect. If another Lich or anything else that can dominate Undead attempts to dominate your Undead, your undead are subjected to the same saving throw vs Spell DC. If you encounter small animal undead like squirrels, rats, rabbits, etc within 60 feet of you, you may take immediate control without a Spell Save DC check.

You can use this feature a number of times equal to your Intelligence modifier and you regain all uses once you finish an undisturbed 5 hour meditation.

Ability Score Increases[edit]

When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. You gain further increases at 8th, 12th, 16th, and 19th level.

If your DM allows the use of feats, you may instead take a feat.

Traits of the Undead[edit]

At 6th level, you now have advantage against being Frightened and Paralyzed on your Wisdom Saving Throws against Turn Undead, as you’re above the ranks of the lesser undead.

Mask of Unlife[edit]

At 9th level, you gain the ability to temporarily disguise yourself as the living. This feature allows you to temporarily walk among the living without causing them to flee in terror at the mere sight of your undead appearance. You may use this feature once every 24 hours and the effect lasts 3 hours + your Intelligence modifier.

Short Teleport[edit]

At 11th level, at the cost of a spell slot, you can teleport to any location that you can see within 60 feet. You must be able to see where you are going, obstructions like a cliff or roof you cannot see beyond will cancel the ability. Spell slots above 5th will allow you bring 1 additional creature with you (6th, you can bring 1, 7th, you can bring 2, and so on), your range does not change, but you must account for their placement as well. You may use this ability a number of times equal to your Intelligence modifier, and regain all uses once you finish an undisturbed 5 hour meditation.

Disrupt Life[edit]

At 16th level, you can force any non-undead creature within 20 feet of you to make a Constitution saving throw against your DC, taking 8d6 necrotic damage on a failed save and half as much on a success, you heal for half the amount rolled. You can use this ability again after an undisturbed 5 hour meditation.

Lichdom Awakening[edit]

You have now reached the peak of Lichdom, becoming a true master of life and death. At 20th level you become the embodiment of death and power, your Intelligence knows no bounds and increases by 4 to a maximum of 24, your senses are infused with magic, giving you truesight up to 120 feet. Any creature that dies within 60 feet of you rises under your control. All hostile creatures within 10 feet of you take 1d8 necrotic damage at the start of their turn. This damage is increased to 2d6 if the creature is below half health and is a living creature.

Dark Lord[edit]

The Dark Lord is a powerful spell-caster, utilizing and maximizing the use of all their spells. Those who follow this Path are often recognized as some of the most powerful and fearsome Liches, able to tear their enemies apart with a simple hand motion.

Dark Arts

At 1st level, your attachment to necrotic energy allows you to control it easily. When you cast a spell from the school of necromancy that deals necrotic damage, you add your spellcasting ability modifier to damage rolls.

Arcane Awakening

At 5th level, you gain six Cantrips of your choice and may use Undead Domination to enhance a single Undead. This Undead minion will become your eternal servant and will reform with you if your Lich body is destroyed. However, using this powerful ability has cost, you sacrifice a 3rd spell slot for the duration of the Eternal Servant's existence. You may choose to dismiss the servant and regain the spell slot, but the servant will be destroyed. This ability only affects undead you have taken control of via Undead Domination OR the Animate Dead spell if you have it. Upon reacquiring the spell slot, you must meditate for 3 undisturbed hours to use this ability again. You cannot use this on more than one Undead at a time.

Necrotic Potency

At 13th level, when you cast a damaging spell, you can choose to change its damage type to necrotic, making it deal two extra dice of damage and you can treat any 1 on the damage dice as a 2. You can use this feature a number of times equal to your Intelligence modifier, you regain all expended uses of this feature when you finish a 5 hour meditation.

Master of the Arcane

At 18th level, knowledge of the dark arts flow through your mind like a river, at the end of a 5 hour meditation you can choose one spell from any class's spell list. Until the end of your next 5 hour meditation this is a Lich spell for you and you can cast it like any other spell, this spell does not count towards your total amount of spells known. All previous spells learned with this feature are forgotten once a new one is learned.

Death Knight[edit]

The unholy strength coursing through your body invigorates you. Instead of focusing solely on building your spell casting abilities, you take up a weapon and physically hone your undead body as well. Combining your magical prowess and physical strength makes you a deadly foe on the battlefield, especially with an undead horde at your beck and call.

Warrior's Armaments

At 1st level, you gain proficiency in heavy armor and shields. Additionally, When you attack with a weapon you are proficient with, you can use your Intelligence modifier instead of your Strength modifier, for the attack and damage rolls.

Extra Attack

At 5th level, At level 5, you can attack twice, instead of once, whenever you take the full Attack action on your turn.

Call of the Master

Once you reach 13th level you learn the animate dead spell if you do not know it already and can cast it as a bonus action. When casting this spell you can choose to also consume a spell slot to increase the power of your undead, increasing its AC, Hit Points, attack and damage modifiers by a number equal to the level of the spell slot used, to a maximum of a 5th level spell slot. You can apply this benefit to any undead you summon or take control of. When an undead is affected by this feature, you can use your action to drain it of its life, healing you for 1d8 + your Constitution modifier.

Army of the Dead

Starting at 18th level, you lead legions of undead, as an action you can cast a spell which creates up to 30 Zombies or Skeletons being your choice or the DM's based on your surroundings. This feature lasts up to 2 hours as a bonus action, Undead you created with this spell are destroyed afterwards. You can use a spell slot to give all of these summons the benefit from Call of the Master. You regain the use of this feature after 10 hours of meditation.

The Lich Spell List[edit]

Each time you gain a Lich level past 1st, you can add two spells of your choice from Wizard to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Lich table. On your adventures, you might find other spells that you can add to your spellbook, in this case, you may add a maximum of 5 spells per Lich Level (not per spell level, but total per class level). You can learn all spells from the Wizard spell lists.

Multiclassing[edit]

Because of how powerful Liches are, this class and it's subclasses CANNOT be Multiclassed by anyone.


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