Apprentice Lich
Prerequisites: Must be able to cast at least 4th-level spells and one of the following: you must have researched the process of becoming a lich, been mentored by an existing lich, or become so obsessed by some long-term scholarly project that you routinely forget to eat and sleep in favor of more study or research time.
Your flesh withers, but your mind is sharper than ever. You have taken the first steps on the road to lichdom. You forsake your name and take on a title or honorific to refer to yourself with, and you construct a soul vessel.
• Your appearance becomes gaunt and wan, you need only half as much sleep and food as normal, and the duration you can hold your breath for doubles.
• You gain resistance to necrotic damage (if you are already resistant to necrotic damage, you gain immunity instead). You gain darkvision with a range of 30 feet if you do not have it, or add 30 feet to the range of existing darkvision.
• Soul Vessel. You gain a soul vessel, a small magical trinket that contains your soul. While your soul vessel is intact and you are within 100 feet of it, you gain advantage on death saving throws. If your soul vessel (which has AC 15 and 40 hit points, regardless of its nature) is destroyed, you can create a new one in a ritual taking 8 hours and costing 250 gp.
• Forbidden Knowledge. You learn a new cantrip, 1st-level spell, 2nd-level spell, and 3rd-level spell. The spells must be ones from the necromancy, affliction, knowledge, necrotic, psychic, or scrying schools. These spells do not count against the spells you know or can have prepared, and they always count as being prepared. These spells are added to your class's spell list for you; if you have more than one spellcasting class, you choose which one.
Your flesh withers, but your mind is sharper than ever. You have taken the first steps on the road to lichdom. You forsake your name and take on a title or honorific to refer to yourself with, and you construct a soul vessel.
• Your appearance becomes gaunt and wan, you need only half as much sleep and food as normal, and the duration you can hold your breath for doubles.
• You gain resistance to necrotic damage (if you are already resistant to necrotic damage, you gain immunity instead). You gain darkvision with a range of 30 feet if you do not have it, or add 30 feet to the range of existing darkvision.
• Soul Vessel. You gain a soul vessel, a small magical trinket that contains your soul. While your soul vessel is intact and you are within 100 feet of it, you gain advantage on death saving throws. If your soul vessel (which has AC 15 and 40 hit points, regardless of its nature) is destroyed, you can create a new one in a ritual taking 8 hours and costing 250 gp.
• Forbidden Knowledge. You learn a new cantrip, 1st-level spell, 2nd-level spell, and 3rd-level spell. The spells must be ones from the necromancy, affliction, knowledge, necrotic, psychic, or scrying schools. These spells do not count against the spells you know or can have prepared, and they always count as being prepared. These spells are added to your class's spell list for you; if you have more than one spellcasting class, you choose which one.
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