Lich Template Image
Prerequisite: Must be a spellcaster who has created a phylactery, and performed a dark ritual in which they drank a potion made of rare ingredients
 

THIS IS A HOMEBREW TEMPLATE FOR BECOMING A LICH ASK DM BEFORE CHOOSING

In order to become a lich you must be at minimum 12th level in a spellcasting class (or lower if your DM allows), obtain of list of rare and evil ingredients (too evil to include here), initiated an evil ritual in which you drank a potion made of these ingredients, and created a phylactery in a ritual where you killed a sentient being, used rare herbs and other components worth at least 120,000 gp. Also and most importantly obtain the expressed permission of your dungeon master. 

Becoming a lich grants you the following abilities. 

Ability Score Improvement: You gain a +2 to INT, WIS, or CHA and suffer a -2 to STR

Type: Your type changes to undead. 

Damage Resistance: Cold, Lightning, Necrotic
Damage Immunities: Poison; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Poisoned

Phylactery/Rejuvenation: You have created a phylactery. If you are ever destroyed you gain a new body in 1d10 days, regaining all your hit points and becoming active again. The new body appears within 5 feet of your phylactery.

Natural Armor: Your natural armor is equal to 13 + dex modifier. 

Turn Resistance: You have advantage on saving throws against effects that turn undead. 

Paralyzing Touch: You gain a special action called paralyzing touch. You can make a melee spell attack against a creature, on a hit the creature takes 3d6 cold damage. And the creature must make a Constitution saving throw equal to your spell save DC or be Paralyzed for 1 minute. They can repeat the save at the end of their turn. 

Disrupt Life (1/long rest): You gain a special action called disrupt life that you can use once per long rest. Each non-undead creature within 20 feet of you must make a Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Frightening Gaze (1/short rest): You fix your gaze on one creature you can see within 10 feet of you. The target must succeed on a DC 18 Wisdom saving throw against this magic or become Frightened for 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 this ability for the next 24 hours.

 

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