Base Class: Wizard
Prerequisites
In order to be a lich, you cannot be a race that is a construct or undead by default.
Empowered Phylactery In order to sustain their soul beyond their mortal years, all liches bind themselves to a worldly item, transmuting it into an empowered vessel called a phylactery. Some wizards choose an important or sentimental item to them in their life, whilst a few choose their phylactery based on its practicality. More still are a bound to whatever was around them and convenient at the time of their death, these phylacteries may prove cumbersome during a lich's first few levels.
The phylactery is able store to hit points, the total equal to one and a half times the wizards total hit points. This however is not a perfect vessel and each time the lich carries out a long rest 1d4 of hit points will leak out of it into the aether.
When a lich reaches zero hit points, they do not make death saving throws, and instead they 'die', turning to dust, taking their gear and clothing with them. The dead lich's form continues to exist within the phylactery and provided the phylactery has at least one hit point, the lich will be able to reform in 1d4 hours appearing as a cloud of dust within ten feet of their vessel.
If the phylactery reaches zero hit points, the lich will be in danger of true death. When a lich reaches zero hit points and their phylactery is similarly empty, they are gone vanishing into un-existence. Only the highest level of spells, Wish, will be able to bring them back.
One Foot in the Grave You are not as handsome as you were. The lich is no longer classed as a humanoid but is instead undead, to see a lich without their glamour up is to look into the face of death, and most common folk will respond as such, you will have disadvantage with all charisma checks except intimidation, against frightened individuals.
Unliving Constitution Healing spells will now cause you damage, instead of healing you. The only way that you may heal damage caused to you is with your hit dice, or by syphoning energy from your phylactery.
Dark Harvest
At 2nd level, you gain the ability to reap life force 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 syphon hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy into your phylactery, allowing it to regain those hit points. You don’t gain this benefit for killing constructs, undead, or celestials, but you gain double the hit points if it slays a demon or devil.
Otherworldly Glamour
Beginning at 2nd level, once a short rest you will be able to cast Disguise Self at will, the duration of this spell will be until it is dispelled or until you choose to dismiss it. This spell is intrinsically tied to your phylactery, and therefore you will only be able to use this spell to make yourself appear as you did when you were living. This spell can only be cast whilst you are in possession of your phylactery and will have no effect on disguising the phylactery itself, which is immune to illusionary spells. Concentration for this spell is handled by the phylactery and so the wizard will not need to make concentration saving throws.
Paralysing Touch
At 6th level you can paralyse your enemies with your touch. As an action you can make a melee spell attack against one creature in range. If you hit, the target takes 1d10 necrotic damage and 1d10 cold damage and remains paralysed until the end of your next turn. You have disadvantage on this attack if the target is undead, and you can use this attack in place of a weapon attack for opportunity attacks.
Inured to Undeath
Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can't be reduced. You have spent so much time dealing with the forces of undeath them that you have become inured to some of their worst effects.
Flight of the Damned
As you your soul has become increasingly entwined with the magic of your phylactery, your physical form has become increasingly unbeholden to the phyiscal effects of the world. As a reaction you are able to channel dark winds take flight.
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