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Arcane Lichdom

These liches are powerful arcane spell casters who undergo an evil necromantic ritual to turn themselves into undead. The first arcane liches were the Cult of the Arcane, who created the Curse in order to make their lichdom possible.

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Arcane Lich

Successfully performing a lich rite, caster level 11 or higher, material components costing 120,000 gp

Your creature type becomes undead.   Your hit dice either stay the same or become the recommend HD for a monster of your size category, whichever is higher.   You have +4 natural armor.   You count as one level higher for the purpose of determining proficiency bonus.   You gain proficiency with Insight.   Lich Resilience You gain proficiency with Constitution saving throws.   You gain damage resistance to cold, lightning, and necrotic damage, and immunity to poison; bludgeoning, piercing, and slashing from nonmagical attacks; and the charmed, exhaustion, frightened, paralyzed, poisoned.   Lich's Sight You gain truesight 120ft.   Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.   Rejuvenation. If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery. The phylactery must be charged with 5,000 souls, either immediately or over time. If a lich with an insufficiently charged phylactery hasn't added a new soul in 50-100 years, they risk devolving into a Demilich.   Turn Resistance. The lich has advantage on saving throws against any effect that turns undead.   Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw 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.   Legendary Actions Lich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Lich regains spent legendary actions at the start of their turn.   Cantrip.The lich casts a cantrip.   Paralyzing Touch (Costs 2 Actions).The lich uses its Paralyzing Touch.   Frightening Gaze (Costs 2 Actions).The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 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.   Disrupt Life (Costs 3 Actions).Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.   Example Lich: Arcane Lich   Augmented Rite. Certain variant lich rites, most famously the Curse performed by the Cult of the Arcane, give you stronger-than-normal abilities. An augmented rite lich must have a caster level of 17th or higher, instead of 11th or higher. You gain the following benefits in addition to the normal lich features:   These rites all involve a large-scale massacre, so the phylactery is fully-charged immediately.   Paralyzing Touch. Instead of lasting for up to 1 minute with a saving throw at the end of each of the target's turns, the lich can choose to cause permanent paralysis. The target appears dead, though a DC 15 Perception or DC 10 Medicine check can detect signs of life. This version of paralyzing touch does no damage. Dispel Magic has no effect on this paralysis.   Frightening Gaze's range is 60 feet instead of 10 feet.

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