Lich (5e Prestige Class)

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Prestige Class: Lich[edit]

A lich is a powerful spellcaster that seeks immortality and absolute power through ancient necromantic magic. By performing a terrible ritual, this magic user can extract his soul from his body and bind it to a special receptacle called phylactery, who is often hidden on the lich's lair, being kept safe from danger.

Prerequisites[edit]

In order to become a lich, you must meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class):

  • Intelligence 13. Lichs are perpetual knowledge seekers, perpetually honing their mental capabilities.
  • Constitution 13. The ritual to become a lich is painful and dangerous, often killing the spellcaster before completion.
  • Spellcaster level 11th Only the most powerful spellcasters can become a lich, and because of that, you must be a 11th-level spellcaster before you gain levels in this class.
  • Proficiency in the Arcana skill. Years researching the occult, looking for the secret of the lichdom make the lich a immortal source of arcane knowledge.
  • Special Ritual. In order to become a lich, a spellcaster must forge a pact with a powerful otherworldly being, like a fiend or another lich, usually taking a task order by this entity. Then, the being will give the lich the secrets of lichdom and will aid in his ascension ritual.

Class Features[edit]

As a Lich you gain the following class features.

Hit Points

Hit Dice: 1d8 per Lich level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Lich level

Proficiencies

Tools: Alchemist tools
Saving Throws: None
Skills: None

Level Proficiency
Bonus
Features
1st Lichdom, Necromantic Lore, Spellcasting Progression +1 level of existing spellcasting class
2nd Paralyzing Touch +1 level of existing spellcasting class
3rd Frightening Gaze +1 level of existing spellcasting class
4th Ability Score Increase +1 level of existing spellcasting class
5th Disrupt Life +1 level of existing spellcasting class

Necromantic Lore[edit]

At 1st level, you achieve necromantic knowledge. You can learn one necromancy spell from any spell list of your choosing, and one additional necromancy spell for each level you gain in this class. The spell must be of a level you are able to cast spells of.

Spellcasting Progression[edit]

At 1st level and at each following level in this class, you gain new spells slots and spells known as if you had also gained a level in whatever spellcasting class in which you could cast 6th-level spells, before adding the prestige class level. You do not gain any other class feature of that class.

Lichdom[edit]

When you become a lich at 1st level, your transformation ritual grants you the following benefits:

Undead Nature Your creature type changes to undead and you no longer needs to sleep, eat or drink water. You no longer age, but your body still decompose with the days and years. You can be affected by effects that turn undeads, but you have advantage on your saving throws against it.

Phylactery You craft a phylactery. Thanks to the phylactery, you can no longer die. If you die, you return to life in 1d10 days, regaining all your hit points. Your body appears within 5 feet of the phylactery, if both are in the same plane of existence.

The only way to kill you is by destroying the phylactery. It has AC 18 and a number of hit points equal to your level multiplied by 5. It is immune to all conditions, it is resistant to cold, lighting and necrotic damage and it is immune to poison, bludgeoning, piercing and slashing from nonmagical attacks. When the phylactery is damaged, the lich receives the same amount of damage.

Paralyzing Touch[edit]

At 2nd level, you can deliver a chilling touch with your undead arms. You can make a melee spell attack against a creature within 5 feet. On a hit, you deal 3d6 cold damage and the target must succeed on a Constitution saving throw against your spell DC or will be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

You can use this feature a number of times equal to your Constitution modifier. Once you spend all your uses, you can't use it again until you complete a long rest.

Frightening Gaze[edit]

At 3rd level, as an action, you can gaze a creature you can see within 10 feet of you. The target must succeed on a Wisdom against your spell DC or will become frightened by 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful, or the effect ends for it, the target is immune to your gaze for the next 24 hours.

You can use this feature a number of times equal to your Intelligence modifier. Once you spend all your uses, you can't use it again until you complete a long rest.

Ability Score Improvement[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.

Disrupt Life[edit]

At 5th level, as an action, you can drain life from living creatures around you. Each creature within 20 feet of you must make a Constitution saving throw against your spell DC, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one.

Once you use this feature, you can't do it again until you complete a short or a long rest.


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