Wizard
Base Class: Wizard

The Lich, a forbidden arcane tradition, delves deep into the necromantic arts, forsaking mortality to attain undying power. Through the binding of their essence to a soul jar, they become masters of life and death. Their spells of necromancy carry amplified destructive force, and their soul jar grants resilience and regeneration. Harvesting souls and manipulating vitality, the Lich dances on the edge of existence, commanding dark forces with sinister grace.

Undying Nature

As a Lich, you are considered undead for the purpose of effects that relate to undead creatures. You don't need to eat, drink, or breathe. You are immune to diseases, and do not require sleep. You are unaffected by effects that would cause exhaustion due to lack of rest. In order to benefit from a short or long rest you cannot fight or use magic. Activities such as walking, standing watch, or manual labor do not interfere with short or long rests.

Undying Resilience:

You are immune to effects that turn undead, such as the Turn Undead feature. you gain immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks. Additionally, you have advantage on saving throws against being charmed, frightened, or paralyzed.

Soul Jar:

You have a soul jar that binds your essence. If your soul jar is destroyed your essence scatters and you die. As long as your soul jar remains intact, if you die you gain a new body in 1d10 days, regaining all hit points. The new body appears within 5 feet of your soul jar.

Necromantic Mastery

At 2nd level, you gain proficiency in the Arcana skill if you don't already have it. Additionally, you gain access to the Necromancy spell list. You can add any spell from the Necromancy school to your spellbook, even if it is not a Wizard spell. When you cast a Necromancy spell that does damage, you add your Intelligence modifier to the damage.

Soul Harvest

At 6th level, you gain the ability to harvest souls from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.

Necrotic Dominion

At 10th level, your mastery over life and death allows you to manipulate the essence of living creatures. Once per long rest, as an action, you can choose a creature within 60 feet of you and force them to make a Wisdom saving throw against your spell save DC. On a failed save, the target is affected by one of the following effects of your choice:

Withering Touch:

The target takes 6d6 necrotic damage and their maximum hit points are reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest.

Siphoning Grasp:

The target takes 6d6 necrotic damage and you regain hit points equal to half the damage dealt.

Vitality Drain:

The target takes 6d6 necrotic damage and must make a Constitution saving throw against your spell save DC. On a failed save, the target's Constitution score is reduced by 1d4. This reduction lasts until the target finishes a long rest. If the target's Constitution score reaches 0, they die, and you gain temporary hit points equal to their maximum hit points.

Soul Jar Mastery

At 14th level, your connection to your Soul Jar deepens, granting you enhanced power and protection. Your Soul Jar becomes a wellspring of dark energy that fuels your magical abilities.

Whenever you cast a spell of 1st level or higher that deals necrotic damage, you can choose to amplify its destructive potential. If you do, the spell's damage increases by an additional 2d10 necrotic damage, and the spell ignores resistance to necrotic damage. Additionally, when you cast a spell using a spell slot of 5th level or higher, the amplified damage increases by an additional 2d10 necrotic damage.

Furthermore, your Soul Jar enhances your resilience and undying nature. While your Soul Jar is intact and on your person, you have advantage on saving throws against spells and other magical effects. Additionally, you regain hit points equal to half your Wizard level rounded down at the start of each of your turns if you have fewer than half of your hit points remaining.

If your Soul Jar is destroyed, within the next 24 hours you must perform a dark ritual over the course of a long rest to create a new one or die. During this ritual, you invest a new object with your essence, binding it as your new Soul Jar. If you die while your Soul Jar is intact, you can choose to return to life with 1 hit point after 24 hours, appearing within 5 feet of your Soul Jar.

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