Lich Stuff
Table of Contents Harvester of Souls 3 Undead Form 3 Soul Affinity 3 Phylactery 3 Grimm Gift 4 Celeste 4 by Julexar
Harvester of Souls 1st-Level Transformation Boon You have gained the ability to tear the Soul out of creatures you kill and consume it for its invigorating effects. Whenever a creature you damaged is reduced to 0 hit points within 1 hour of receiving that damage, if you are on the same plane of existence as your phylactery, its Soul is captured and your phylactery becomes charged. A creature whose Soul has been captured in this way cannot be restored to life by any means short of a Wish spell. Undead Form 1st-Level Transformation Boon Your Intelligence score increases by 4 and your Wisdom score increases by 2. An ability score cannot be increased above 22 this way. You become an Undead in addition to any other creature types you are. Spells, abilities and other effects, that specifically targets Humanoids or Undead of a certain CR, have no effect on you. If a spell or ability other than your own would cause you to gain Hit Points, you gain that many temporary Hit Points instead. Healing Potions work on you as normal. If an attack or spell would reduce you to 0 hit points, you can roll a Constitution saving throw with a DC of 10 or half the damage taken, whichever is higher, dropping to 1 hit point instead on a success. You can't use this feature if you take radiant damage or damage from a critical hit. You stop aging, are immune to any effect that would age you, and you cannot die from old age. You don't require air, food, drink or sleep and magic can't put you to sleep against your will. You may choose to stay awake during a long rest, spending at least 6 hours in an idle state instead. You can hear, see, and feel as normal in this state. Soul Affinity 1st-Level Transformation Boon You gain the ability to sense the presence of Souls as well as foreign creatures. You can use an action to focus your senses and detect any soul or ethereal being within 60 feet of you. You also detect any aberration, celestial, fiend or undead within 15 feet of you. This effect lasts for 1 minute. You can expend a charge of your phylactery to extend the duration by 1 minute. You can use this feature a number of times equal to your Wisdom modifier (minimum of one) per long rest. Phylactery 1st-Level Transformation Flaw You have successfully torn your soul from your body and trapped it in a suitable object. The object must be a trinket or item no larger than 1 square foot in size. This item becomes your Phylactery. A Phylactery is an enchanted vessel that contains a Lich's Soul. Additionaly, a phylactery is a conduit for the Lich to feed on captured Souls. Whenever you are reduced to 0 hit points and fail or are unable to use your Undead Form feature, you are immediately stabilized and don't need to make death saving throws. But if another attack hits you before you regain hit points, you immediately die. A Phylactery has the following Stats: Armor Class: 18 Hit Points: 90 Speed: 0 Damage Immunities: Acid, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks Damage Resistances: Necrotic, Cold, Thunder, Lightning, Force, Fire While charged, your Phylactery gives of a faint ghostly glow that is visible within 5 ft. of your Phylactery. While a Soul is stored in your Phylactery, it is considered charged. Its charge level is equal to the CR of all the creatures whose Soul you have captured. To store a new Soul, add the CR of the creature to the charge level. The Souls of creatures with a CR of less than ¼ are not big enough to charge your Phylactery. The charge level cannot exceed 27. While your Phylactery charged, you can use other Abilities as detailed below: Soul Memories You gain the ability to view the memories of any Soul that you have collected in your Phylactery. To do so, you must succeed on a Wisdom saving throw, the DC of which is determined by the GM. On a fail, you either don't manage to establish a link, or the Souls lash out violently at you, dealing 1d6 psychic damage. This damage increases by 1d6 for every 5 charges in your phylactery, for a maximum of 6d6. The DM determines the Outcome, whether or not you succeed. Physical Enhancement You can use a bonus action to expend 2 charges and gain resistance to a damage type other than Radiant and Bludgeoning, Piercing, and Slashing from Nonmagical Attacks. Additionally, you can end one status effect on you. These resistances last for 1d4 rounds. You can't have more than three of these resistances active at the same time, but you may use this feature again to replace one of these resistances with another. Soothing Soul As a bonus action, you can consume a number of charges equal to your proficiency bonus to heal yourself. You heal 1d6 hit points per charge expended. 3
Grimm Gift 2nd-Level Transformation Boon You powers as a Lich have increased, granting you the following Abilities: Undead Touch: Once per turn, when you hit a creature with an attack, you can extra 1d6 necrotic damage by expending a charge of your phylactery, for a maximum of 6d6. You can use this feature a number of times equal to your proficiency bonus per long rest. Soul Weapon Link: If you have acquired a Soul Weapon (e.g. Celeste) and attune to it, you gain the ability to summon it into a free hand as a bonus action. You may choose the form this Weapon takes, but it must be a weapon that you are proficient with. You may choose to cancel the summon at any time, making the weapon disappear into an extradimensional space of your creation. Soul Veil: As an action, you can consume a number of charges up to your Wisdom modifier to become magically invisible, which lasts for 1 minute or until you dismiss it. Each charge spent increases the time by 1 minute, for a maximum of 5 minutes. Soul-Powered Defense: If you would fail a saving throw, you can choose to expend 2 charges to roll a d4 and add it to the result, potentially changing the fail into a success. Celeste Soul Weapon, Artifact (requires attunement by a certain creature) This unique sentient weapon originally was in the property of Mulgrath. It is said to be capable of many things, including taking and giving Souls. Celeste chooses its wielder. If any other creature tries to attune to her without being chosen, it fails and has its Soul slowly ripped from its body. During this procedure, the creature cannot willingly let go of Celeste. If a Remove Curse or similar spell is cast, this procedure is interrupted and the creature is able to drop the weapon. When attuned, you gain a +1 bonus to attack and damage rolls made with this weapon while you wield it. This bonus increases depending on your bond to the weapon as well as your Transformation level. You can't be charmed or frightened while you hold this weapon. Soul Expert Celeste knows everything about Souls and is able to take or give Souls as needed. When you collect a Soul, Celeste may choose to do one of the following with it: She devours the Soul and grants you temporary hit points, equal to 5 + the creature's CR (minimum of 1) She uses the Soul to charge your Phylactery The Soul of a creature below CR ¼ cannot be used in this way. Celeste is also capable of giving Souls. If you command it, she imbues one corpse you touch with her with a Soul of your choice, thus rendering it possible to revive the creature with the personality and memories of the chosen Soul. Sentience Celeste is a sentient lawful evil weapon with an Intelligence of 16, a Wisdom of 12 and a Charisma of 18. She has hearing and darkvision out to a range of 120 ft. Her vision cannot be blocked by effects such as magical or natural darkness or fog. She can speak, read, and understand Common and Godstongue and can communicate with her wielder telepathically as long as she is within the same plane of existence. While you are attuned to her, Celeste also understands every language you know but can't speak or read it. Celeste is able to look through your eyes but can only do so if you allow it. For the duration, she is able to read any language to know. Personality Celeste often speaks in a kind and sweet, but brutally honest way and will not hold back from judging someone. Her purpose is to reap the Soul of every creature. She doesn't care whose Soul she reaps. She believes that all matter and energy sprang from a void of negative energy and will one day return to it. Despite this, Celeste feels a strong bond to her wielder, as well as a strange kinship to two other weapons like her, who are aligned with Good and Neutral respectively. She wants to meet the other weapons someday, so that the day may come, where all energy goes back to the Void. Celeste's desire to reap Souls must be regularly satisfied. If she goes three days without consuming a Soul of a creature with a CR equal to your proficiency bonus, she will consume the Soul of her wielder, if possible. If she can't consume her wielder's soul, a conflict between her and her wielder will occur at the next sunset instead. 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.