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. In addition, other creatures cannot gain control of undead creatures you raised.
Transformation Boon: Lichdom of the Arcane
Whenever you kill any creature with a spell, you may apply an additional effect depending on the damage dealt. Any effects with range are centred on or measured from the killed target, and if required, use your Transformation save DC.
This ability cannot be used when you kill a construct, undead, or any creature without a soul. The following are the effects caused when you use this ability:
Fire. The target is vaporised into a cloud of ash and smoke The space that the creature died in, and each space within 5 feet of it, are considered heavily obscured for 1 minute. Winds of moderate or greater speeds (at least 10 miles per hour) also disperse the cloud.
Necrotic. As the soul of your enemy leaves their body, you are able to siphon off part of their life force. You regain hit points equal to your Intelligence modifier (minimum of 1), plus your character level.
Poison. Target a creature within 10 feet of the killed creature. That creature must succeed on a Constitution saving throw or gain the poisoned condition for 1 minute.
Transformation Boon: Rift to the Dreamscapes
You gain the ability to open a rift to the Dreamscapes. As an action on your turn, you can choose a point within 5 feet of you to open the rift. Once opened, the rift stretches out from that point to a 20-foot-radius sphere. When a creature other than you enters the rift’s area for the first time on its turn, or starts its turn there, it must make a Constitution saving throw against your Transformation DC. On a failed save, the creature suffers 10d10 necrotic damage, or half as much on a successful save. Undead creatures are immune to damage from this ability. The rift remains open for 1 minute, but closes if you become unconscious. Once you use this ability, you cannot use it again until you complete a long rest.
Transformation Boon: Phylactery Bond
You share an especially strong bond with your phylactery and gain benefits from keeping it on your person. You may choose to craft your phylactery into an amulet, a ring, a brooch, or some other form of jewelry. When you finish a short or long rest and you are wearing your phylactery, you may choose a damage type other than radiant damage. As long as you wear your phylactery, you have immunity to that damage type. In addition, your phylactery is more resilient than normal. Your phylactery’s AC becomes 20 and its hit points increase to 120. Your phylactery’s nature is hidden from casual observation, and an observer must make an Intelligence (Arcana) check against your Transformation Save DC in order to identify your phylactery.
Transformation Flaw: Hideous Appearance
Your appearance has grotesquely transformed. Your skin has become rotten and pale, while your figure has become gaunt and hunched, radiating a ghastly aura. You can suppress this form and present the appearance of the humanoid you once were, however this is taxing and requires concentration. Moments of stress are likely to reveal your true nature. In the following situations your true form is revealed:
• Concentrating on a spell.
• Gaining the unconscious condition.
• Entering hallowed ground.
• Choosing to reveal yourself. In events of extreme emotional or physical stress, a GM may call for a Constitution saving throw with a DC of their choosing to see if you maintain your humanoid form.
Non-evil creatures that witness your true form become instantly hostile to you, unless the GM decides otherwise.
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