Sorcerer
Base Class: Sorcerer

Your soul has been touched by the foul energies of the undead, permanently altering it, and allowing you to utilise them for your own gain. Was this a freak accident or a lich trying to continue its legacy? Will you use these newfound powers to raise armies of the undead and take control or use them to save innocents from the malicious intentions of others?

Lichborne Spells

1st-level Lichborne feature

You learn additional spells when you reach certain levels in this class, as shown on the Lichborne Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Lichborne Spells

Sorcerer level SPELL

1st

spare the dying, inflict wounds

3rd

ray of enfeeblement

5th

animate dead, vampiric touch

7th

blight

9th

contagion

Grim Harvest

Starting at 1st level, your partially undead nature allows you to connect with undead and become stronger by defeating foes. You may now cast spells marked as "self" range spells on undead within 30 feet of you.

After you or an undead that you command defeat a foe, you can gain [roll]1d4[/roll] temporary hitpoints or Sorcery points.

You can only have number of temporary hitpoints equal to your charisma modifier + 4.

Lichbound

At 6th level, you gain the ability to bind Undead to your will. As a bonus action, you spend 3 sorcery points to bind one undead you have animated to yourself. Bound undead do not count against any spell limits, and will remain animate and under your control until destroyed. You may only have a number of bound undead equal to your class level.

Automatic Animation

At 14th level, you gain the ability to allow self propagation of your army. Whenever an undead you command defeats an enemy, that enemy is automatically raised as an undead, as though they were animated through the create undead, though this does not count against spell limits.

Phylactery

Starting at 18th level, you gain immunity to necrotic damage. Additionally, you can spend 6 sorcery points and a 9th level spell slot as an action to magically bind your soul to an object. Upon falling to 0 HP or failing three death saving throws, your soul will return to the bound object and remain until removed. If the phylactery is destroyed, you immediately die without rolling any death saving throws. While your soul remains in the object, if used as a weapon, it is considered magical for the purposes of overcoming resistances, and allows you to speak in the mind of any sentient entity within 30 feet of your phylactery. While remaining in the item, you may force anyone within 30 feet of you to make a Charisma saving throw against your spell save DC. If it fails, your soul replaces its own, and you are revived as the race of the wielder. Additionally, for every dawn passed remaining in the object, regenerate 1d12 HP and 3 sorcery points. If, at any point, you regenerate to your maximum HP, you are fully revived as your last race next to the object. While remaining within the object, you can see through the eyes and telepathically command any undead you've raised within 30 feet of the phylactery by spending 1 sorcery point.

Once you have bound an object, it will remain bound until destroyed or you dismiss the binding as a bonus action. You can only bind one object at a time, and only once per long rest.

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