You are newly formed and your now undead form is still acclimating. Power from the negative energy plain floods your form and you gain the following effects from your new Lichdom status.
- Undying Nature. You can hold your breath indefinitely, and you don’t require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. Additionally, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged. If your phylactery is fueled with enough souls of a pure nature (souls that would be destined for the afterlife) you won't age at all.
- Rejuvenation. If it has a fueled phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
- Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.
- Immunities: Poison damage and the poisoned condition.
- Damage Resistance: Necrotic.
- Healing impaired: Healing magic is not nearly effective on your undead body. Healing is halved from magical sources.
- Soul capture: When a creature with a soul that is destined for an afterlife on a plane of their deity dies by your attack within 30 feet of you, you may capture their soul with a bonus action on your turn. Alternatively you can chose to keep this soul sucking effect active over the course of a round using an action and reaction to capture the soul of someone else's kill. Any time a Soul is captured the spectacle can be seen by anyone with a passive perception of 15 or higher.
- Sacrifice: Trade a Pure Soul captured by you to the plain of negative energy in exchange for casting any Wizard Necromancy spell of 5th level or lower at 5 level. You may also sacrifice a soul to repel the effects of aging for a year.
- 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.
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