Table of Contents
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Harvester of Souls ............. 3
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Undead Form ...................... 3
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Soul Affinity ...................... 3
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Phylactery ......................... 3
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Rift to the Dreadscapes ....... 4
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Undead Knowledge ............. 4
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Hideous Appearance ............ 4
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Grimm Gift ......................... 5
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Celeste .............................. 5
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Raise Zombie ....................... 6
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Necromantic Dystrophy ....... 6
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 taking 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 can also detect any aberration, celestial, fey, fiend or undead within 15 feet of you.
This effect lasts for 1 minute. You can expend a charge to extend the duration by 1 minute. You can use this feature a number of times equal to your Wisdom modifier (minimum of one) and you regain all uses when you finish a 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 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.
If your Phylactery is reduced to 0 hit points, your Soul is lost. You crumble to dust and are killed outright.
If you are killed and you control a charged Phylactery on the same plane of existence, all of your Phylactery's charges are consumed and your body is reconstructed within 5 feet of your Phylactery 7 days later.
If you are killed and your Phylactery does not have at least one level of charge, you are reanimated 7 days later as a Demilich under the GM's control.
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. If any of these hit points go unused, they instead turn into temporary hit points.
Soul Retreat
Once per day, if your Phylactery is on the same plane of existence as you are, you can spend your full turn concentrating on this special ability, consuming all but one (minimum of five) of your Phylactery's charges. On the start of your next turn, you teleport to an unoccupied space within 5 feet of your Phylactery. If there is no space, you appear in the nearest unoccupied space near your Phylactery instead.
When you appear near your Phylactery you take 2d6 psychic damage and you gain one level of exhaustion.
Rift to the Dreadscapes
2nd-Level Transformation Boon
You gain the ability to open a rift to the Dreadscapes. As an action on your turn, you can choose a point within 5 feet of you to open the rift. Once opened, the rift stretches out from that point to a 20-foot-radius sphere. When a creature other than you enters the rift’s area for the first time on its turn, or starts its turn there, it must make a Constitution saving throw against your Transformation DC.
On a failed save, the creature suffers 10d10 necrotic damage, or half as much on a successful save. Undead creatures are immune to damage from this ability. The rift remains open for 1 minute, but closes if you become unconscious. Once you use this ability, you cannot use it again until you complete a long rest.
Undead Knowledge
2nd-Level Transformation Boon
You gain two 1st level spells from the wizard spell list of your choice. You also gain the spell Healing Word. You can use each spell once per long rest. Your spellcasting ability for these spells is Intelligence.
Hideous Appearance
2nd-Level Transformation Flaw
Your appearance has grotesquely transformed. Your skin has become rotten and pale, while your figure has become gaunt and hunched, radiating a ghastly aura. You can surpress this form and present the appearance of the humanoid you once were, however this is taxing and requires concentration. Moments of stress are likely to reveal your true nature. In the following situation, your true form is revealed:
- Concentrating on a Spell
- Gaining the unconscious condition
- Entering hallowed ground
- Choosing to reveal yourself
In events of extreme emotional or physical stress, the GM may call for a Constitution saving throw with a DC of their choosing to see if you maintain your humanoid form.
Non-evil creatures that witness your true form become instantly hostile towards you, unless the GM decides otherwise.
Grimm Gift
3rd-Level Transformation Boon
You powers as a Lich have increased, granting you the following Abilities:
- 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-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.
Spinning Slash
Celeste can float and has a flying speed of 40 ft. She shares her wielder's Initiative and acts immediately after. Her spinning slash attack has a reach of 5 ft. and deals 1d8 + her wielder's wisdom modifier psychic damage. She may use this attack twice in a turn or choose to replace one of the attacks with shooting two beams of soulrending energy that each deal 1d10 psychic damage.
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.
Manifest
At Transformation Level 5, your bond with Celeste grows strong enough that she can take on huamoid form. In this form, she has a walking speed of 30 ft. She also gets a Rapier, with which she can attack. This uses the same stats as the Spinning Slash feature.
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.
Raise Zombie
3rd-Level Transformation Boon
You can put a soul you control into a corpse. If you succeed on a Constitution Save equal to your Transformation DC, you create an undead creature under your control, the DC rises if the soul is a stronger one.
Whenever an undead creature you control is reduced to 0 hit points, it may immediately move up to its full speed and make an attack action before dying. This feature has no effect if the creature has been reduced to 0 hit points by radiant damage.
Talk to your GM to determine the Stats the undead creature has.
Necromantic Dystrophy
3rd-Level Transformation Flaw
Your body has become dependent on consuming souls, otherwise it becomes withered and frail. If you go more than 24 hours without converting 4 CR worth of souls from your Phylactery into spell slots or use them in another way, you gain the following effects:
- You cannot use the dash, dodge, or disengage actions. You cannot use these actions as bonus actions.
- You cannot use your reaction to make opportunity attacks.
- You cannot disguise your hideous form feature.
Upon converting the required amount of souls into spell slots or using them in another way, you are no longer affected by the aforementioned effects.
Grim
Hollow
Homebrew