Base Class: Wizard
For some wizards, a lifetime of studying the arcane is not enough. Others fear they will suffer an untimely death before they have had tile chance to master their craft. Such individuals are drawn to Lichdorn, to the promise that death need not be an end. Despite its popular depiction as an evil art, wizards of this tradition do not share moral alignment, connected by by their desire to trancend mortality.
Arcane Receptacle
Starting at 2nd level you take your first steps towards immortality. You can spend 8 hours enchanting an arcane
focus, transforming it into a magical vessel that can hold your soul.
You can use this vessel as a spellcasting focus for your Wizard spells. While holding it you can use an action to transfer your soul into the vessel. Until your soul returns to your body you are unconscious, though you retain awareness of your surroundings as though you were in the vessel's space, and your body enters a form of suspended animation that bestows the following effects:
- For every 10 years that pass, your body ages only 1 year.
- Any poisons or disease affecting you are suppressed.
- You do not need to breathe and you don't require food,
drink or sleep. - You appear dead to an observer unless they succeed on an (Intelligence)Arcana check against your Wizard spell save DC.
At the start of each of your turns you can choose to return to your body or remain in the vessel. If the vessel is
destroyed or becomes nonmagical, your soul returns to your budy so long as you are on the same plane of
existence. If your soul cannot return to your body, you die.
If you die or create another vessel, this vessel becomes a nomnagical object.
Mortal Facade
Also at 2nd leve you have learned how to shield yourself from death's grasp. As a reaction when you take damage, you can gain temporary hit points equal to your Wizard level + your Intelligence modifier. These hit points take as much of the triggering damage as possible. As a part of this reaction you can also transfer your soul into your arcane receptacle, provided it is within 10 feet of you. Once you have used this
feature you cannot use it again until you finish a short or long rest.
Beyond Death's Reach
Beginning at 6th level, the magic binding you to your receptacle grows stronger:
- While your soul is in your arcane receptacle you can telepathically communicate with any creature holding it. You do not need to share a language with the creature but it must know at least one language.
- Your soul automatically transfers to your arcane receptacle if you die, provided it is on the same plane of
existence as you. If this transfer is successful. The receptacle remains magical for a number of days equal to your wizard level - When a creature casts a spell with the sole purpose of restoring you to life, it can use your arcane receptacle in place of any material components.
Paralyzing Touch
You gain the ability to freeze a creature to its very core with the slightest touch. Make a melee spell attack against a creature within 5 feet of you. On a hit the target takes 3d6 cold damage and is paralyzed for 1 minute. They may make a Constitution saving throw at the end of each of their turns to end the effect. You can use this ability once per short or long rest. At 10th level you gain an additional use per rest, and at 14th level you gain a third use.
Mind Over Matter
By 10th level your receptacle helps you focus when your body is compromised. While your arcane receptacle is within
10 feet of you, your concentration cannot be broken as a result of being incapacitated, and you can add your Intelligence modifier to your Constitution saving throws made to maintain concentration on a spell.
Phylactery
At 14th level your soul is eternally bound to your receptacle. You gain the following benefits while your arcane receptacle is within 10 feet of you:
- Transferirrg your soul into your receptacle no longer renders you unconscious.
- We well figure out something other cool stuff for this. Maybe give your phlactery a cool interior and allow you to bring other people's?
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