Sorcerer
Base Class: Sorcerer

Liches are dark and evil masters of the arcane. Setting up plans that take years, decades or centuries to come to fruition. Weather you were the planned child of a powerful lich using polymorph, the of spring of a half dead lich loved or a lich that has been reborn with even more potential is unknown. But the path that lays ahead is yours to walk.

Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. They further their own power at any cost, having no interest in the affairs of the living except where those affairs interfere with their own. Scheming and insane, they hunger for long-forgotten knowledge and the most terrible secrets. Because the shadow of death doesn’t hang over them, they can conceive plans that take years, decades, or centuries to come to fruition.

A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across its bones. Its eyes succumbed to decay long ago, but points of light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time.

Secrets of Undeath. No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge.

A lich is created by an arcane ritual that traps the wizard’s soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver.

With its phylactery prepared, the future lich drinks a potion of transformation — a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains.

Dark Magic

Your link to the dark arts allow you to drawl life from the foes you fell.

When you successfully attack a target with a attack or spell that deals necrotic damage, you automatically heal for half. If it is (spell)Vampiric touch [spell] you heal for full damage inflicted. 

You become immune to necrotic damage and are healed if it is inflicted upon yourself.

 Past this, you can choose one of two paths.
The Lich King: You gain proficiency in Light and Medium armors as well as marital weapons. You add your intelligence modifier to melee attacks.
The Arch Lich: You gain immunity to cold; resistance to non magical bludgeoning, piercing, and slashing. 
The Arch Lich

You were once a great wizard, with a horde of treasures, servants, power, position, and gold. While it may have long crumbled away, your servants lost, power diminished, titles and gold lost. You were once a master of the weave and you hold onto some of your old resistances. 

You gain immunity to cold; resistance to non magical bludgeoning, piercing, and slashing. 

The Lich King

You are a child one who once ruled a great land, a being of supreme skill with both magic and in melee combat. 

You gain proficiency in Light and Medium armors as well as marital weapons. You add your intelligence modifier to melee attacks.

Favored by the Dark Gods

Starting at 1st level, dark power guides your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.

Necromantic Guidance

Starting at 6th level, the dark energy coursing through you can channel to empower your necromancy spells. Whenever you use a spell that is of the necromancy school, you can spend 2 sorcery points per spell level to max out it's damage.

Mantel of Dark Power

Starting at 14th level you learn the cantrips: Chill Touch, Eldritch Blast. The spells: Identify, Levitate, Blur at will. 

The Lich Emperor: You gain immunity to fire, cold, criticals, and non magical bludgeoning, piercing, slashing. You gain a +2 to your melee attacks.

The Mystic Lich: You gain +2 to your spell attacks, spell save DC, and you add your intelligence score to the damage of your Eldritch Blast. Any undead you raise or take control of are loyal to your command absolutely until your final death.

Master of Undead: You can Assert your will upon undead raised by others. You can force a inelegance saving throw on any undead within 60ft of you. They automatically fail if they have a inelegance under 8, if they have a intelligence higher then your own they have advantage on the saving throw. This wont work on beings with a intelligence score of 20 or higher.

The Lich Empiror

You gain immunity to fire, cold, criticals, and non magical bludgeoning, piercing, slashing.

The Mystic Lich

You gain +2 to your spell attacks, spell save DC, and you add your intelligence score to the damage of your (spell)Eldritch Blast [spell]. Any undead you raise or take control of are loyal to your command absolutely until your final death.

Power of the Dark Soul

At 18th level, you gain the power of the dark soul inside you fully. Giving you two extra feats and access to the liches disrupt life.

Liches Disrupt Life: Each non-undead creature within 20 feet of you must make a Constitution saving throw against this magic using your spell save DC, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

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