Becoming a Lich
Across the Multiverse, there are many ways to become a Lich, each determining the type of Lich the mortal becomes. However, within Etharis, there is only one type of Lich, as there is only one known method of ascending to Lichdom: The Ritual of Dread. The process of this ritual is a well-guarded secret, entrusted to only a handful of mortals at any one time. The process of the ritual involves several despicable acts, including murder, the brewing of a vile concoction, and even one’s own death. However, it is the process of tearing one’s soul from the body that is most despised, for this process involves the sacrifice of something truly dear to a mortal, and no substitute will be accepted. For some, it is the death of a cherished loved one. For others, it is a family legacy. Regardless of the sacrifice, unless the Dreadscape spirits deem it worthy, Lichdom will not be granted.
Transformation Features
A Lich has the following transformation features:
Prerequisites
- Ability Scores: Intelligence 16
- Spellcasting Ability: You must have the ability to cast 7th-level spells.
- Roleplay: You must complete the Ritual of Dread. The process of this ritual is partially described but left intentionally vague so it can be tailored to your setting and campaign. Discuss with your GM how you can achieve this in-game.
Some of your abilities require your target to make a saving throw to resist their effects. The saving throw DC is calculated as follows:
Transformation save DC = 8 + your proficiency bonus + your Intelligence modifier
Level Milestones
The following are examples of possible level milestones for the Lich:
- Discover ancient and dark arcane knowledge.
- Consume the soul of an exceptionally powerful spellcaster.
- Build a monument to your power to serve as a giant arcane focus.
- Create an army of undead.
- Kill a god.
Transformation Level 1
Starting at 2nd level, you can pick one of the following Transformation Boons. In addition you gain this level's Transformation Flaw
Transformation Boon: Puppet Master
Undead creatures of CR 1 or less that you animate with spells or abilities become permanently under your control. Other creatures cannot take control of undead you raised.
Transformation Boon: Lichdom of the Arcane
When you kill a creature with a spell, you may apply an additional effect based on the damage type. Effects with range are centered on the killed target and use your Transformation save DC if required.
- Fire: The target is vaporized into ash and smoke, heavily obscuring its space and all spaces within 5 feet for 1 minute. Winds of 10+ mph disperse the cloud.
- Necrotic: You siphon part of their life force, regaining hit points equal to your Intelligence modifier (minimum 1) plus your character level.
- Poison: A creature within 10 feet of the killed creature must make a Constitution saving throw or be poisoned for 1 minute.
Transformation Boon: Rift to the Dreadscapes
As an action, open a 20-foot-radius rift to the Dreadscapes at a point within 5 feet. Any non-undead creature entering or starting its turn in the rift must make a Constitution saving throw against your Transformation DC. On a failure, they take 10d10 necrotic damage (half on success). The rift lasts for 1 minute but closes if you fall unconscious. Once used, it cannot be used again until a long rest.
Transformation Boon: Phylactery Bond
Your bond with your phylactery is especially strong, granting benefits when kept on your person. You may craft it into an amulet, ring, brooch, or other jewelry. When you finish a short or long rest while wearing your phylactery, you may choose a damage type (except radiant) to gain immunity to.
Additionally, your phylactery becomes more resilient, with its AC increasing to 20 and its hit points increasing to 120. Its nature is hidden from casual observation, and an observer must succeed on an Intelligence (Arcana) check against your Transformation Save DC to identify it.
Transformation Flaw: Hideous Appearance
Your form has become gaunt, rotten, and unsettling. You can suppress this appearance, but stress may reveal your true form. Your true form is exposed in the following situations:
- Concentrating on a spell.
- Falling unconscious.
- Entering hallowed ground.
- Choosing to reveal yourself.
In extreme emotional or physical stress, the GM may call for a Constitution saving throw to maintain your humanoid form. Non-evil creatures that see your true form become hostile unless the GM decides otherwise.
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