LICH A general description of whatever the class is!
CREATING LICHES Creating a Lich involves a background with some pretty bizarre events. After all, most people don't seek Undeath. Are you a madman? Do you seek to impress a powerful Undead figure you have feelings for, despite the obvious problems inherent in such a relationship? Are you merely seeking revenge on an enemy so powerful you need a personal army of Undead? Perhaps you worship a particularly nasty God. Was the idea put in your head by a cult? Do you simply think maybe you're good enough to meddle with necromantic power that you'll find a way to escape the consequences?
Quick Build You can make a Lich quickly by following these suggestions. First, Intelligence should be your highest score, followed by Constitution. Second, choose the Sage Background. Third, choose the Mage Hand, Prestidigitation and Ray of Frost cantrips, along with the following first Level spells for your spellbook: Burning Hands, Detect Magic, Magic Missile, Necrotic Energy Ray, Shield and Thunderwave.
[b] Proficiency Bonus Features[/b]
1. +2 Spellcasting, Undead Toughness
2. +2 Undead Apotheosis
3. +2
4. +2 Ability Score Improvement
5. +3
6. +3 Undead Apotheosis Feature
7. +3
8. +3 Ability Score Improvement
9. +4
10.+4 Undead Apotheosis Feature
11.+4
12.+4 Ability Score Improvement
13.+5
14.+5 Undead Apotheosis Feature
15.+5
16.+5 Ability Score Improvement
17.+6
18.+6 Truesight
19.+6 Ability Score Improvement
20.+6 Undeath
LICH FEATURES As a Lich you gain the following features:
HIT POINTS Hit Dice: 1d8 per Lich Level
Hit Points at 1st Level: 8 + your Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier per (Class name) Level after 1st
PROFICIENCIES Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Insight, Perception
EQUIPMENT You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff or (b) a dagger
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) an explorer's pack
- A spellbook
SPELLCASTING [b] Cantrips Known Spell Slots Per Spell Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th[/b]
1. 3 2 - - - - - - - -
2. 3 3 - - - - - - - -
3. 3 4 2 - - - - - - -
4. 4 4 3 - - - - - - -
5. 4 4 3 2 - - - - - -
6. 4 4 3 3 - - - - - -
7. 4 4 3 3 1 - - - - -
8. 4 4 3 3 2 - - - - -
9. 4 4 3 3 3 1 - - - -
10. 5 4 3 3 3 2 - - - -
11. 5 4 3 3 3 2 1 - - -
12. 5 4 3 3 3 2 1 - - -
13. 5 4 3 3 3 2 1 1 - -
14. 5 4 3 3 3 2 1 1 - -
15. 5 4 3 3 3 2 1 1 1 -
16. 5 4 3 3 3 2 1 1 1 -
17. 5 4 3 3 3 2 1 1 1 1
18. 5 4 3 3 3 3 1 1 1 1
19. 5 4 3 3 3 3 2 1 1 1
20. 5 4 3 3 3 3 2 2 1 1
As a student of arcane magie, you have a spellbook containing spells that show the first glimmerings of your true power. (see Chapter 10 of Player's Handbook for rules on spellcasting, and see below for Lich spell list).
Cantrips. At 1st level, you know four cantrips of your choice from the Lich spell list. You learn additional Lich cantrips of your choice at higher levels, as shown in the Cantrips Known column of the above table.
Spellbook. At 1st level, you have a spellbook containing six 1st-level Lich spells of your choice. Your spellbook is the repository of the Lich spells you know, except your cantrips, which are fixed in your mind.
Spell Slots. The table above shows your spell slots of 1st Level or higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level Backlash and have a 1st-level and a 2nd-level spell slot available, you can cast Backlash using either slot.
Preparing and Casting Spells.The above table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest.
You prepare the list of Lich spells that are available for you to cast. To do so, choose a number of Lich spells from your spellbook equal to your intelligence modifier + your Lich level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you're a 3rd level Lich, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Lich spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Learning Spells of 1st Level and Higher. Each time you gain a Lich level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the above table. On your adventures, you might find other spells that you can add to your spellbook
Spellcasting Ability. Intelligence is your spellcasting ability for your Lich spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Lich spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus +
your Intelligence modifier
Spell attack modifier = your proficiency bonus +
your Intelligence modifier
Ritual Casting. You can cast any Lich spell you know as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Spellcasting Focus. You can use an arcane focus (see "Equipment") as a spellcasting focus for your Lich spells.
Spell List: Cantrips (0 Level): Acid Splash, Blade Ward, Chill Touch, Control Flames, Fire Bolt, Guidance, Infestation*, Mage Hand, Poison Spray, Prestidigitation, Ray of Frost, Thaumaturgy, Toll the Dead*.
1st Level: Backlash #, Bane, Burning Hands, Cause Fear*, Chromatic Orb, Command, Comprehend Languages, Detect Evil and Good, Detect Magic, Disguise Self, Dissonant Whispers, False Life, Feather Fall, Find Familiar, Fog Cloud, Hellish Rebuke, Hex, Identify, Inflict Wounds, Magic Missile, Necrotic Energy Ray #, Protection from Evil and Good, Ray of Sickness, Shield, Spirit Worm #, Thunderwave, Unseen Servant.
2nd Level: Acid Arrow, Alter Self, Blast of Force #, Blindness/Deafness, Blur, Continual Flame, Darkness, Death Armor #, Detect Thoughts, Dissonant Chant #, Enhance Ability, Enlarge/Reduce, Enthrall, Flame Blade, Flaming Sphere, Hold Person, Invisibility, Knock, Levitate, Locate Object, Melf's Acid Arrow, Mind Spike*, Mirror Image, Misty Step, Phantasmal Force, Ray of Enfeeblement, Ray of Weakness #, Scorching Ray, Shadow Mask #, Shatter, Silence, Spider Climb.
3rd Level: Animate Dead, Bestow Curse, Blink, Clairvoyance, Counterspell, Dispel Magic, Enemies Abound*, Fear, Feign Death, Fireball, Fly, Glyph of Warding, Haste, Lightning Bolt, Magic Circle, Nondetection, Protection from Energy, Remove Curse, Sleet Storm, Slow, Speak With Dead, Stinking Cloud, Summon Lesser Demons*, Thunder Step*, Tiny Servant*, Tongues, Vampiric Touch.
4th Level: Arcane Eye, Banishment, Blight, Compulsion, Confusion, Cursed Sword #, Dimension Door, Divination, Evard's Black Tentacles, Fire Shield, Freedom of Movement, Giant Insect, Greater Invisibilty, Ice Storm, Locate Creature, Negative Energy Aura #, Otiluke's Resilient Sphere, Phantasmal Killer, Shadow of Moil*, Summon Greater Demon*, Wall of Fire, Wrack #.
5th Level: Antilife Shell, Animate Objects, Cloudkill, Cone of Cold, Contagion, Danse Macabre*, Dominate Person, Enervation*, Far Step*, Geas, Hold Monster, Infernal Calling*, Insect Plague, Modify Memory, Negative Energy Flood*, Passwall, Planar Binding, Scrying, Synaptic Static*, Telekinesis, Teleportation Circle, Wall of Force.
6th Level: Arcane Gate, Chain Lightning, Circle of Death, Contingency, Create Homunculous*, Create Undead, Disintegrate, Eyebite, Forbiddance, Globe of Invulnerability, Guards and Wards, Harm, Magic Jar, Mental Prison*, Otiluke's Freezing Sphere, Planar Ally, Soul Cage*, Wall of Ice, Word of Recall.
7th Level: Delayed Blast Fireball, Etherealness, Finger of Death, Fire Storm, Forcecage, Kiss of the Vampire #, Mordenkainen's Sword, Plane Shift, Power Word Pain*, Retributive Enervation #, Sequester, Simulacrum, Sword of Darkness #, Symbol, Teleport.
8th Level: Abi-Dalzim's Horrid Wilting*, Antimagic Field, Antipathy/Sympathy, Create Greater Undead #, Dominate Monster, Feeblemind, Incendiary Cloud, Iron Body #, Maddening Darkness*, Mind Blank, Power Word Stun, Telepathy.
9th Level: Astral Projection, Foresight, Gate, Imprisonment, Invulnerability*, Meteor Swarm, Power Word Kill, Psychic Scream*, Storm of Vengeance, Time Stop, Weird, Wish.
A * indicates the spell is found in Xanathar's Guide to Everything. A # indicates a new spell.
UNDEAD TOUGHNESS When unarmored and not carrying a shield, your Armor Class is equal to 10 + your Constitution Modifier.
UNDEAD APOTHEOSIS When you reach 2nd level, you choose an undead apotheosis, shaping your practice of magic through one of several necrotic powers. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
ABILITY SCORE IMPROVEMENT When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
TRUESIGHT At 18th Level you gain Truesight (see Monster Manual).
UNDEATH At 20th Level you have Advantage on any Saving Throws against Spells or Abilities that target Undead. Your Type becomes Undead.
UNDEAD APOTHEOSIS The study of Undeath reshapes one in many different ways. Undead Apotheosis is a catch-all term for the many ways it manifests in potential Liches. Some gain odd supernatural powers. Some become unfeeling monsters with hides like iron.
ARMOR OF DEATH You have delved into Undeath so deeply you gain much of their renowned abilities to shrug off harm.
NECROMANTIC WISDOM Beginning at 2nd Level, your Wisdom score increases by 1, you a maximum of 20. You also gain proficiency with Wisdom Saving throws.
NECROMANTIC VIGOR Beginning at 6th Level, you become Immune to Poison damage, and the Poisoned and Paralyzed Conditions.
NECROMANTIC ARMOR Beginning at 10th Level, you become Immune to bludgeoning, piercing and slashing damage from nonmagical attacks.
NECROMANTIC WILL Beginning at 14th Level, you become Immune to the Charmed, Exhausted and Frightened Conditions.
DREAD NECROMANCER You have gained many powers due to your necromantic studies.
ARCANE RESISTANCE You have Damage Resistance (Cold, Lightning, Necrotic).
FRIGHTENING GAZE Once per day the Lich can inspire terror with it's mere presence. The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours. Save DC is 8 + Intelligence Modifier + Proficiency Bonus.
PARALYZING TOUCH Once per day you can make a melee spell attack. If it hits, the opponent takes 3d6 cold damage, and must make a Constitution Save or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Save DC is 8 + Intelligence Modifier + Proficiency Bonus.
DISRUPT LIFE Once per day the Lich can unleash a wave of negative energy. Each non-undead creature within 20 feet of the lich must make a Constitution saving throw against this magic, taking 6d6 necrotic damage on a failed save, or half as much damage on a successful one. Save DC is 8 + Intelligence Modifier + Proficiency Bonus.
Backlash1st-Level Abjuration)Casting Time: 1 Action
Range: Self
Components: V, S, M (a small silver armor)
Duration: Concentration, up to 1 Minute
Until the spell ends, any creature targeting you with an attack or spell must first make a Wisdom saving throw. If he fails he is Stunned until the end of your next turn. If he succeeds your spell ends.
At Higher Levels: When cast from a 2nd level spell slot or higher, the spell does not end when the target succeeds on its saving throw.
BLAST OF FORCE2nd Level EvocationCasting Time: 1 Action
Range: 120 Ft.
Components: V, S
Duration: Instantaneous
You create a ray of force. Make a ranged spell attack. On a successful hit, the target takes 4d6 Force damage and must make a Strength Save or be knocked Prone.
At Higher Levels: When you cast this spell using a spell slot of 3rd Level or higher, the damage increases by +1d6 for each slot level above 3rd.
CREATE GREATER UNDEAD8th Level NecromancyCasting Time: 1 Minute
Range: 10 Ft.
Components: V, S, M
Duration: Instantaneous
This works exactly like Create Undead, except you can create a single Mind Drinker Vampire, Vampire Spawn, or Wraith; or two Phantom Warriors or Sword Wraith Warriorrs
At Higher Levels: When cast as a 9th Level spell you can create a single Blood Drinker Vampire or Sword Wraith Commander: or two Mind Drinker Vampires.
Cursed Sword4th-Level NecromancyCasting Time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 Minute
The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and soul, and the attack deals an extra 4d6 necrotic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.
DEATH ARMOR2nd Level NecromancyCasting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
Black Flames surround your body. For the duration of the spell any creature that attacks or touches you takes 2d8 necrotic damage
DISSONANT CHANT2nd AbjurationCasting Time: 1 Action
Range: Sel (30 foot radius)
Components: V, S
Duration: Concentration, up to 1 Minute
Your chant distracts others. Any creature within range casting a spell with a duration of Concentration must make a Constitution Save or their spell fails. If they have already cast the spell and enter the chants area of effect, they must still make a Save to avoid losing Concentration.
IRON BODY8th Level TransmutationCasting Time: 1 Action
Range: Self
Components: V, S. M
Duration: Concentration, up to 10 Minutes
You turn your body into living iron. You can't cast spells, but this gives you the following benefits:
- You are immune to fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine.
- You gain immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, poisoned. You are also immune to any spell or effect that would alter your form.
- You have proficiency in Strength and Constitution saving throws.
- You gain a Slam Attack doing 3d8+7 bludgeoning damage. This attack is considered magical, and you have Advantage on attack rolls made with it..
KISS OF THE VAMPIRE5th Level NecromancyCasting Time: 1 Action
Range: Self
Components: V, S, M
Duration: Concentration, up to 1 Minute
For the duration of the spell, you temporarily gain some powers of the Vampire, as well as sharing their appearance somewhat.
- You gain Damage Resistance to necrotic; bludgeoning, piercing, and slashing from nonmagical attacks.
- You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
NECROTIC ENERGY RAY1st Level NecromancyCasting Time: 1 Action
Range: 60 Ft.
Components: V, S, M
Duration: Instantaneous
A beam of negative energy that smells like blood springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 necrotic damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
NEGATIVE ENERGY AURA4th Level NecromancyCasting Time: 1 Action
Range: Self (30 foot radius)
Components: V, S, M
Duration: Concentration, up to 1 Minute
Negative energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each undead creature in the aura (including you, whether you are undead or not) has resistance to radiant damage, and advantage on Saving Throws against any effect that Turns Undead. In addition, all living creatures except yourself lose 1 hit point when it starts its turn in the aura.
RAY OF WEAKNESS2nd Level NecromancyCasting Time: 1 Action
Range: 60 Ft.
Components: V, S
Duration: Concentration, up to 1 Minute
A dark beam of energy that smells like blood springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target has disadvantage with Strength based attack rolls until the spell ends. At the end of each of the target's turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.
RETRIBUTIVE ENERVATION7th Level Necromancy)Casting Time: 1 Action
Range: Self
Components: V, S
Duration: Concentration, up to 1 Minute
You sheathe your body with a crackling field of negative energy. Any non-Undead creature touching you risks having it's life drained. If an opponent touches or attacks you it must make a Constitution Save. They take 7d8 necrotic damage on a failed save, and half damage on a successful one.
SHADOW WALK5th Level ConjurationCasting Time: 1 Action
Range: Touch
Components: V, S
Duration: Concentration, up to 10 Minutes
You and one willing creature you touch enter a shadow, and seemingly wink out of existence as you travel through the Shadowfell before emerging from another shadow elsewhere on the Plane you were at. Reality blurs as you hurtle through the Shadowfell seeking an area of shadow to come back out of. Judging distance is difficult. Effectively you and your companion can move 60 feet per round until you end the spell and step back into the world. You can't do anything else during this time, nor may anything else do anything to you. When the spell ends, voluntarily or not, you emerge in the nearest area of darkness or shadowy illumination from the square you intended to occupy.
SPIRIT WORM1st Level NecromancyCasting Time: 1 Action
Range: Touch
Components: V, S, M
Duration: Concentration, up to 1 Minute
You create a lingering decay in the spirit and body of the target. Make a melee spell attack against the target. If it hits, the opponent has Disadvantage on Constitution Checks and Saves until the spell ends. At the end of each of the target's turns, it can make a Wisdom saving throw against the spell. On a success, the spell ends. If the target fails two Constitution Checks or Saves, the spell ends.
SWORD OF DARKNESS7th Level NecromancyCasting Time: 1 Action
Range: 60 Ft.
Components: V, S, M
Duration: Concentration, up to 1 Minute
You create a black blade of negative energy in an unoccupied space you can see within range. For the duration of this spell you can make one melee spell attack per round against any creature or object within 5 feet of the sword. On a hit, the target takes 3d10 necrotic damage. Until the spell ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. If you target an Undead with this spell it takes no damage, instead gaining half the damage it would have taken as temporary hit points.
WRACK5th Level NecromancyCasting Time: 1 Action
Range: 60 Ft.
Components: V, S
Duration: Concentration, up to 1 Minute
Your spell blinds your victim and leaves him writhing in pain. You cause one target to make a Wisdom Save. If he fails the Save, so long as you maintain the spell he has disadvantage on Wisdom Checks and Wisdom Saving throws, and is both blinded and stunned.