Sorcerer
Base Class: Sorcerer

Liches are powerful spell casters that deal with death and necrotic energy, and this is where the lich incarnate draws its power. Perhaps you were created by a lich to do its bidding, or maybe a lich's phylactery resides within you. Regardless, you harbor swells of necrotic energy that allow you to destroy your foes near completely.

Necrotic Spells

1st-level Lich Incarnate feature

You learn additional spells when you reach certain levels in this class, as shown on the Necrotic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a necromancy or an evocation spell from the sorcerer, warlock, or wizard spell list.

Necrotic Spells

SORCERER LEVEL SPELLS
1st Chill Touch, Cause Fear, False Life
3rd Blindess/Deafness, Ray of Enfeeblement
5th Animate Dead, Bestow Curse
7th Vitriolic Sphere, Death Ward
9th Danse Macabre, Contagion

Death Speech

1st-level Lich Incarnate feature

You have been gifted the ability to commune with the dead. You can cast the Speak with Dead spell once without material components or expending a spell slot. This spell does not count toward your spells known. Additionally, you can expend two sorcery points to double the number of questions you can ask. You must expend sorcery points each time you communicate with a new corpse. After using this feature, you cannot do so until you finish a long rest.

Once you reach fifth level in this class, you can use this feature at will.

Undead Flesh

6th-level Lich Incarnate feature

Your body has adapted to deathly energy. You gain resistance to necrotic damage.

When you cast a spell that is on the Necrotic Spells table, you don't need material components unless they are consumed by the spell. Additionally, when you cast one of these spells or any necromancy spell, you can have it originate from an inanimate corpse you can see within 30 feet of you.

Necrotic Body

14th-level Lich Incarnate feature

You can forego your mortal flesh to reveal your skeletal form. As a bonus action, you can spend 1 or more sorcery points to reveal your skeletal form for a duration equal to the number of minutes per sorcery point spent. While in your skeletal form, you gain all of the following benefits:

  • Each creature you choose that can see you and is within 30 feet of you must make a Charisma saving throw (DC equals your spell save DC). On a failed save, the creature becomes frightened of you while you remain in this form. A 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 this effect for the next 24 hours.
  • You have advantage on any Charisma (Intimidation) checks as your skeletal appearance makes it easier to frighten others.
  • You gain immunity to necrotic damage and resistance to radiant damage as the necrotic energy overflowing from your body resists even the holiest of forces.
  • Undead creatures with an Intelligence of nine or lower cannot target you directly with an attack as they believe you to be one of them.

Necrosis

18th-level Lich Incarnate feature

You can draw from the massive wellspring of necrotic power within you to completely destroy another creature. As an action, you can attempt to touch a creature within 5 feet of you to cause them to be affected by the necrosis flowing through you. The creature makes a Dexterity saving throw equal to your spell save DC. On a failed save, the creature is afflicted with necrosis. The creature's size determines how long the necrosis takes to decay its body. The time is as follows:

  • Tiny - instant
  • Small - 6 seconds
  • Medium - 12 seconds
  • Large - 24 seconds
  • Huge - 36 seconds
  • Gargantuan - 1 minute

Alternatively, you can touch a willing creature and redirect the necrosis to another creature within 30 feet of the touched creature. The touched creature takes 10d10 necrotic damage as the necrosis surges through them. You can also expend sorcery points to reduce the amount of damage the touched creature takes. For each sorcery point spent, the damage is reduced by 2d10 to a maximum of 10d10. For example, if two sorcery points are spent, the touched creature will take 6d10 necrotic damage. On a successful save, the creature is unaffected by necrosis.

After necrosis has succeeded, it cannot be slowed in any way. Once a creature's time for necrosis has elapsed, that creature immediately drops to zero hit points and dies. Additionally, creatures killed in this way can only be resurrected by a wish spell. Necrosis cannot be stopped unless you decide to end it, a greater restoration or wish is used, or the target is healed for 100 or more hit points in a single turn.

Once you use this feature, you can't do so again until you finish a long rest unless you expend five sorcery points to use it again.

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