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Wizard

Lich Disciple

Lich Disciples are on the taboo and profane path to turn themselves into the Undead abomination known as a Lich. Through time and the lives of countless others they try to thwart Death itself and become one of the strongest Undead. They lose their humanity as they undergo the forbidden transformation. (Cannot be Undead as a starting Race)

Subclass Features

Lv 3

Journey to Undeath

You violently end your life at this stage and become an Undead. The process reduces your hit point maximum by 3 and then one for each level after and one ability score by 2 or two ability scores by 1. You become an Entropic Eidolon or a Hatebound Revenant. Your shriveled heart falls out of your chest to be used in your phylactery.

Superior Undead

You gain the following benefits through your Arcane Journey to Undead.

Damage Resistances: Cold, Lightning and Necrotic.

Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed and Poisoned.

Lv 6

The Profane Artifact

You create a phylactery over the course of one month. You start with an object with a hinge such as a box or locket worth at least 500 GPs. Each day you must sacrifice a humanoid creature with an INT score of at least 10 during the period. Each week you must adorn it with one of the following on the last day of the week at midnight. If you fail to follow the steps properly you must start over with all previous components turning to dust.

1st week: Serial killer’s skull

2nd week: Ruby, Black Diamond, or Midnight Sapphire of at least 25 GPs

3rd week: Vial of blood from a Fiend of CR 5 or more

4th Week: Your own shriveled heart

In order for the phylactery to have the Rejuvenation feature it must consume one soul of the aforementioned specifications once per week. While it is rejuvenating you, it does not require a soul but will 72 hours after your awakening.

The phylactery has 40 hit points and an AC of 16 and is Immune to all non magical damage and Psychic and Poison damage. It cannot be recreated for 1D4 years after its destruction.

Rejuvenation

Due to your phylactery, if you die you gain a new body in 1D10 days, regaining all its hit points and becoming active again. The new body appears within 5 ft of the phylactery.

Lv 10

Paralyzing Touch

You gain the trademark of a Lich. Your unarmed strike deals 1D6 Cold damage. The target must succeed on a CON saving throw DC equal to your spell save DC or be Paralyzed until the end of their next turn.

Lv 14

Immortality

You choose a form of protection for your Phylactery to remain in a state of Undeath until the end of time.

Fiendish Bargain: You make a bargain with a Fiend after completing a ritual that consumes 50 GPs and a fifth or greater level spell slot. The Fiend you summon is a CR of 1 plus the spell slot expended and its type is determined by the gem you used in your phylactery. You summon a Devil if you used a Ruby, a Demon if you used a black diamond, and a Yugoloth if you used a midnight sapphire. The bargain binds the Fiend to the protection of your phylactery at the cost of an additional soul each week. You must succeed a Persuasion check DC equal to 10 + the Fiend’s CR or the Fiend will vanish and may use the knowledge it gained to its advantage.

Draconian Bargain: You make a bargain with a Chromatic Dragon. The Dragon is not obligated to specifically protect your phylactery only that it regards it as another piece of its hoard. It costs 100 GPs every other week to maintain the bargain.

Mutual Bargain: You trade phylacteries with another Lich and form a deal to protect each other’s phylacteries. The deal is simple: if the phylactery under your care is destroyed, it will destroy yours.

Hide in Plain Sight: You take your chances and learn deceitful arts to disguise your phylactery. You can expend 150 GPs and a spell slot fifth level or above to make it appear as a normal, non magical item that is Immune to Identify and Detect Magic. The disguise ends when the same level of spell slot is not expended every third midnight.