Lichdom School (5e Subclass)

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Lichdom School[edit]

Wizard School

Wizards from the lichdom school are a specialized type of necromancers, who pursue the immortality by unearthing the secrets of the lich transformation. By researching the mysteries of body preservation and animation of lifeless bodies, they learn how to create a magically prepared body, that is sustained trough the consumption of souls. Those who reach the completion of this magical art learn how to finally transform themselves in liches, and reach the immortality.

Necromancy Savant

Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Necromancy spell into your spellbook is halved.

Frightening Gaze

At 2nd 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.

Paralyzing Touch

At 6th 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, unless you spend a spell slot of 2nd-level or higher to do so again.

Disrupt Life

At 10th 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, unless you spend a spell slot of 3rd-level or higher to do so again.

Lichdom

When you reach the 14th level, you finally reach the knowledge that grant you the power of lichdom. You gain 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.
You also become immune to poison damage and the poisoned condition.
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, you take the same amount of damage.

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