Lichdom (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Recycle.png This page was marked as abandoned on 00:22, 19 March 2019 (MDT) because: Where are the class features that are listed on the table written out? What are the two subparts, subclasses? The spell list needs to be formatted right, along with subclasses. Lacking fluff. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Lichdom[edit]

Prerequisites[edit]

In order to be a lich, you cannot be a race that is a construct or undead by default.

Introduction of Liches[edit]

Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. They further their own power at any cost, having no interest in the affairs of the living except where those affairs interfere with their own. Scheming and insane, they hunger for long-forgotten knowledge and the most terrible secrets. Because the shadow of death doesn't hang over them, they can conceive plans that take years, decades, or centuries to come to fruition. A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across its bones. Its eyes succumbed to decay long ago, but points of light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time.

Creating a Lich[edit]

Quick Build

You can make a Lich quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom if you are choosing the Unholy Mage. First, Strength should be your highest ability score, followed by Intelligence or Wisdom if you are choosing the Death Knight. Second, choose the Sage background.

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: none
Weapons: simple weapons
Tools: none
Saving Throws: intelligence, Wisdom
Skills: Choose any two from Arcana, Deception, Investigation, History, Medicine, Insight, 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) Explorer's Pack
  • (a) A short sword or (b) A light crossbow or (c) A quarterstaff
  • (a) component pouch or (b) arcane focus
  • a spellbook
  • If you are using starting wealth, you have 4D4x10gp in funds.

Table: The Lich

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Phylactery, Soul Siphon, Spellcasting 2
2nd +2 Road of Undeath, Mastery of Death 3
3rd +2 4 2
4th +2 Ability Score Improvement 4 3
5th +3 4 3 2
6th +3 Mastery of Death 4 3 3
7th +3 4 3 3 1
8th +3 Ability Score Improvement 4 3 3 2
9th +4 Ethereal Walk 4 3 3 3 1
10th +4 Mastery of Death 4 3 3 3 2
11th +4 Improved Soul Siphon 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 3 3 2 1
13th +5 4 3 3 3 2 1 1
14th +5 Mastery of Death 4 3 3 3 2 1 1
15th +5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 4 3 3 3 2 1 1 1 1
18th +6 True Lichdom, Unholy Presence 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 Archlich 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

Cantrips

At 1st level, you know three Cantrips of your choice from the Lich spell list. You learn additional Lich Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Lich table.

Spellbook

At 1st level, you have a Spellbook containing six 1st-level Lich Spells of your choice. Your Spellbook is the repository of the Lich Spells you know, except your Cantrips, which are fixed in your mind.

Preparing and Casting Spells

The Lich table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Lich Spells that are available for you to cast. To do so, choose a number of Lich Spells from your Spellbook equal to your Intelligence modifier + your Lich level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you're a 3rd-level Lich, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six Spells of 1st or 2nd level, in any combination, chosen from your Spellbook. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of wizard Spells requires time spent studying your Spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Lich Spells, since you learn your Spells through dedicated study and memorization. You use your Intelligence 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 Spellbook. You don't need to have the spell prepared.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Lich Spells.

Learning Spells of 1st Level and Higher

Each time you gain a Lich level, you can add two wizard Spells of your choice to your Spellbook for free. 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 (see “Your Spellbook”).

Phylactery[edit]

Starting a level 1 you become an undead who uses a finished phylactery, with the following advantages and disadvantages;

  • As an Undead, you are immune to poison damage and the poisoned condition. You do not require food, air, or sleep. You require a 4 hour trance to regain your spell slots, which you can do during a long rest.
  • When an attack would reduce you to 0 HP, you may make a Wisdom 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 take a long rest.
  • When you fall to 0 HP, you do not get any saving throws. You die. However, your soul gets stored in your phylactery.
  • Your phylactery is not powered enough to bring you back on its own. A spellcaster can revive you by expending spell slots that total 5 levels or more on your phylactery. The spell slots can be expended over a long period of time. Doing so will cause you to revive in 1 hour with 1 HP after the last spell slot is used.
  • If no spell caster moves to revive you, your phylactery will reconstitute your undead body over a period of time in comparison to how many souls your phylactery holds and will take a indiscriminate time at your DM's discretion.
  • You cannot use hit dice to regain health during a short rest.
  • Your phylactery does not function as a Arcane Focus.

Choose one of the following:

  • You are remarkably well preserved. Other than a pale skin, and sunken eyes, there is little to distinguish you from a living member of your species... though the lack of breath and heartbeat is a dead giveaway. A Investigation check with a DC of 8 + your proficiency + your charisma modifier is needed to tell your are undead, unless someone knows to check your pulse.
  • The only preservation you're interested in is self-preservation. Your flesh is falling off and you're rocking it. You gain proficiency in Intimidation. However, you are bound to be treated poorly for being a known Lich, and you roll Persuasion checks at a disadvantage unless. A passing illusion will negate this effect.

Soul Siphon[edit]

At level 1, you also get the ability to siphon life force from living creatures. At the cost of one hit dice, you may make a melee spell attack, or drain a willing creature. On a successful hit, you deal 1d8 Necrotic damage and heal for the same amount of damage dealt. You may increase the cost of this ability by one hit dice to increase the damage by 1d8, a number of times equal to 1/4th your level.


Death Knight[edit]

Magic has brought you great strife and you've given up the pursuit of maddening power. Instead, you take up a weapon and focus more on honing the unholy body you reside in. Any magic that you naturally acquire from now on? So be it, but only as an aside when taking up arms.

Warrior's Proficiency

When you take this archetype at 1st level, you gain proficiency in heavy armor and martial weapons.

Lich Fighting Style

At 2nd level, you may choose any of the following Lich Fighting Styles. You cannot take two Lich Fighting styles.

  • Unholy Strength: You become able to wield up to one oversized weapon at a time even if you are not a Large creature, and your unarmed strikes now deal 1d4 damage. In addition, your lift, drag, and push capacity doubles.
  • Nightmare Duelist: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. When you make a disengage action, you can attack with a single weapon as a bonus action.
  • Immortal Body: Your unarmored AC is now equal to 10 + your Intelligence modifier + your Constitution modifier, and you gain resistance to Piercing damage.
Brutal Strikes

At level 5, your weapon attacks now deal one extra die's worth of damage.

Undead Endurance

At level 10, as a bonus action you act as if afflicted with haste for 10 minutes one time per long rest. You suffer no negative effects from this ability.

Necrotic Smite

At level 14, your weapon attacks now deal a bonus 1d8 Necrotic damage. Whenever you strike an enemy, you can expend a spell slot to deal 2d8 Necrotic damage plus a further 1d8 for every level the spell slot was past the 1st.

Slaughter

Starting at level 18, as an action, you materialize dark energy in your weapon, and you can strike all foes within a cone with a single melee attack. The range of the cone is equal to your weapon's reach + 10 ft. If you are wielding a ranged weapon, this attack instead strikes one target within range and all targets within 5 ft of it. You can use this ability a number of times equal to your Wisdom modifier, and you regain all uses after a long rest. You may expend one hit die for every enemy brought to 0 HP in this way to heal for 1d8 HP.

Unholy Mage[edit]

Unholy Magics

Level____Spell Level_____Spells


2nd________1st________Entropic Ray, Will Dead, Dead Armor

6th________3rd________Drain Soul, Salvador's Simple Divergence, Soul Possession

10th_______5th________Death's Door, Give Life, Conjure Flesh Golem

14th_______7th________Turn to Dust, Army of Dead, Damning Blast

18th_______9th________Creeping Death, Eternal Resolve, Summon Dracolich

As a Unholy Mage you through you fierce studious study of the arcane arts and mixing of the evil forces you bond yourself to granted you innate spells of greater power. These spells are cast innately and dont require your spell book but take up respective spell slot levels.

  • In addition to these spells there is no restrictions to what the Unholy Mage can put into the spell book.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.

Ethereal Walk[edit]

Starting at 9th level, your loose grip on the world of the living lifts you up, allowing you to hover half a foot off the ground. You no longer take penalties from walking on difficult terrain, and as a bonus action you can cast Feather Fall spell once per short rest.

Improved Soul Siphon[edit]

Starting at 11th level, you may add your Intelligence modifier to the damage of Soul Siphon for each hit dice used. As an action, you can apply Drain Touch to a weapon of your choice, allowing you to drain the next target you hit.

Unholy Presence[edit]

At level 18, hostile creatures within 10 feet of the Lich take 1d6 necrotic damage per round. This damage is increased to 1d6+6 if the creature is below half health and is a living creature.

Archlich[edit]

At level 20, you have open yourself completely to the evil tendrils of undeath offered by lichdom. In doing this you have become privy to a earth shattering life ending versions of both Death Knights and Unholy Mages. Used once per week.

Avatar of Death, Death Knight

You become a literal visage of death for 1 minute causing all mellee hits to cause an additional 5D8 Necrotic, +5 to hit, +4 to Strength, immune to nonmagical and Necrotic damage, flying speed 0f 50 ft. and the ability to launch a deathly gaze causing 20D6 Necrotic damage Vs. a Dexterity saving throw or half as much.

Unending Doom

You cast a giant sphere of Necrotic energy that lasts for 1 minute that casts 10 missiles for 1D6 Necrotic damage at hostile creatures every round until it expires. Or before the last round take a reaction to gather the remaining energy for one large missile doing damage equal to how many rounds were left. I.e 2 rounds in it would do 40D6 Necrotic damage to a single target.


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


admin area
Terms and Conditions for Non-Human Visitors