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# Mythic Classes Ascending beyond the realm possible for most mortals, and reaching heights yet unseen, Mythic Classes are a step above the typical classes encountered. These Mythic Classes embody creatures of legend, Liches, Vampires, Angels, Devils, or pinnacles of magic such as the Chosen of Gods, Arch-Mages or warriors who have pushed their body past what is possible. Mythic Classes are born from the desire to not just ascend into the role of legends and history books, but to go further, to the stuff of Mythology; conquering both death and legend. A Mythic Class is at its core a complete transformation of a character, functioning as a limited class that players can gain levels in to unlock further features and powers similar to a normal class. Mythic Classes are designed to be special, and specific, needing to be directly sought out by the player to truly achieve and rise too; even in cases where the Mythic Class stems from a curse like Vampires or Lycanthropy, the Mythic Class embodies when a player fully *embraces* this change. Not every Mythic Class will work with every character or build, and are in fact usually specific to the point of being undesirable to most characters, a Cleric worshiping the light is unlikely to become a lich, while an Evil Wizard is unlikely to ascend as an Angel. Mythic Classes are designed to be complimentary, with some Mythic Classes relying on other class features or abilities; for this reason its never recommended for a player to *only* have levels in a Mythic Class. These Mythic Classes exist for those who wish for the games to either take their games above the level of 20, or to let your players truly embrace the fantasy and freedom to take their characters to new directions. Regardless, these Mythic Classes are designed to mix well with Mid-to-High level campaigns, being recommended to be added in as early as level 9, and pushing your players above 20. These Mythic Classes serve to make these ascensions more flavorful and impactful than simple racial changes, allowing them to explore options and themes in these ascensions to create a Mythic Class that fits closest to their ideal archetype. Each of these Mythic Classes range from levels 1 to 5, with initial features and drawbacks for the ascension into the Mythic Class to begin with, such as the transformation into a Vampire or Lich. Of course with any homebrew, it is important to discuss such options with your players and DM, especially with the introduction of Mythic Classes due to the strength brought to the table. Being designed as strong additions that heavily augment existing abilities, its not recommended for a table to only have one or two players using Mythic Classes, as the possibility for them overshadowing the others is large, for that reason Mythic Classes should be eventually used by every player at the table. Embrace the power, chaos, and fun as you transcend the limits of what is normal. > ##### Mythic Classes in Other Settings > While this book does commonly make references to the Forgotten Realm, the Mythic Classes themselves are designed to be flexible in alteration, both in lore and in abilities. These references at their core are minimal, and likely mentioning only the multiverse and the other planes of existence. ## Effects of Mythic Classes The effects of ascension, and gaining Mythic Classes is quite severe for the character. In most cases it brings about permanent change in both their body and mind, and asking the player to work with the character changes that would come from such a drastic alteration. Few cross the threshold into immortality unchanged, and all will find their original self a far cry different than what they are now in a hundred years. It is important to consider the changes that would come about in your character, not just on a mechanical level, but on a roleplay level. How does someone cope with the numbing sensation that comes with undeath? What of the righteous fury which now overtakes a character who has ascended to the realms of the Celestials? What changes in a character as they embrace the chaos of the abyss? The impacts of a Mythic Class should push beyond just flavor, and go onto shape your character for the future. The mechanical abilities are nothing to ignore either, as the players will be granted new scores of abilities, and become far hardier than they ever could before. Many Mythic Classes focus on granting the player respite from death in most cases, with both Celestials, Devils, and Demons all returning to life as long as they aren’t slain on their home plane, which the likes of the Lich requires a precious item to be stolen and broken. It is important to consider the impact such powers will have on a campaign as the focus shifts on survival for the players, to more overarching goals to accomplish. The threat of death becomes a far cry for the players, but with it the demand of a goal; what do they seek with their now eternal life? How does the world look at them as they abandon their humanity? These are all things to consider both as a DM introducing Mythic Classes to your world, and as a player seeking Ascension. None of this is to comment on the complexity of a Mythic Class. While designed to be easy to understand, and ideally not overly confusing or complex, it still offers a swath of unique features to work with and understand. \pagebreak ## Ascension Ritual No Mythic Class is taken as you would a Multi-class, instead a set of prerequisites must be met by the character, and an active process known as an “Ascension Ritual” to be undertaken. Unlike what the name implies, an Ascension Ritual need not be a physical ritual, (although it commonly can be), instead it is the physical action undertaken that leads to their transformation. This can be the long and grueling process for a Lich to learn the secrets of Lichdom, and an *actual* ritual of ascension, or a humanoid being bitten and buried in the dirt and rising the next day as a vampire, to even a god returning a dead hero to new life as an Angel. The prerequisites for ascension further are recommendations on the DM’s part to fit better with the core identity of the Mythic Class, and can be side-stepped as seen fit. ## Power Rating The clash between keeping all Mythic Classes on the same playing field, and keeping in line with the idea of the Mythic Class is a constant struggle. Though, I have, and will continue to attempt to do so, trying to fully keep all Mythic Classes on the same exact level of strength so that one isn’t directly stronger is a losing battle. For this reason, in the Mythic Class Key before all Mythic Classes, there will be a Power Rating given as a letter grade, with D being the lowest and weakest, and S as the highest. These aren’t meant to deter you, but give you a general idea of how *generally* capable the class is. The differences in strength between Mythic Classes however, shouldn’t be enough to demand that player shouldn’t take Mythic Classes below a certain rating, their all still strong enough to be played together in the same campaign. A single level or two of a low Power Rated Mythic Class however, *may* be weak enough to be added into a campaign without the entire party joining in, but considerations for what works for your games should be had. This is a means to give honest expectations for a Mythic Class, and players should still seek out Mythic Classes that are the most narratively interesting to them first and foremost. ## Mythic Class Leveling When you level up, and have completed the Ascension ritual, you can instead take a level in your Mythic Class as you would a normal level; alternatively the DM may decide that you instead gain Mythic Class levels through extraordinary deeds, or rituals that deepen your power to your Mythic Class. Due to the strength of a Mythic Class, it is recommended to limit when your players can take a level in Mythic Class based on their total level, as described in the chart below. Further, the potential of a Mythic Class can overshadow the rest of the party in terms of balance if steps are not made for all members of the party to ascend. Mythic Classes are also designed to mix above level 20, recommending that the total levels awarded being raised to 25 instead. Gaining levels in Mythic Classes functions differently than gaining classes in normal classes. Mythic Classes in function serve similar roles to ordinary classes, having levels, hit dice, and features gained each level. Unlike ordinary classes however, Mythic Classes are designed to be complimentary to an existing character and their class, adding various new features and abilities, and potentially augmenting existing ones. These are for the purpose of pushing your character beyond normal capabilities, and into the stuff of legends. While Mythic Classes can functionally be added into any campaign, they are ultimately designed to push your characters above the powers of level 20, and are extraordinarily powerful. Gaining your Mythic Class will immediately bestow a variety of features and traits to your character, these are called Ascension features. These Ascension features are the result of your physical transformation, and key aspects of this Mythic Class, such as a Lich’s Phylactery and Undeath, or a Vampire’s Regeneration. This Ascension usually comes with a drawback or weakness of their Mythic Class as well, such as a Devil’s adherence to law, and a Vampire’s weakness to sunlight. You do **not** gain any Hit Points or Hit Dice from your Ascension, only gaining those starting at Mythic Class level 1. You do however typically gain new proficiencies in skills, or saving throws. If that character already had proficiency in that skill, tool, or saving throw, they can instead choose any option to gain proficiency instead, or if the DM allows it, gaining expertise in that skill, saving throw, or tool. For most Mythic Classes, ascension further means changing your creature type permanently, such as a Lich’s creature type becoming Undead, and losing their Humanoid creature type. If you are under any effects that do not target your new creature type, they immediately end. Starting at Mythic Class level 1, whenever a player takes a level in a Mythic Class they gain hit points and hit dice as they would in a normal class, with the difference that both the hit dice and hit point dice are tripled. For instance instead of gaining 1d6 + your constitution modifier and a d6 hit dice, you would instead gain 3d6 + your Constitution modifier and 3d6 hit dice. These hit dice function as they would normally, and any bonuses to hit points based on level would treat each Mythic Class level as one normal level. For the purposes of your Proficiency bonus, cantrip damage, and other factors based on level, you can treat one level of Mythic Class as one level in any other class. \pagebreak ### Recommended Level As Mythic Classes commonly rely on existing class features, and are quite powerful by their own right, it is recommended to limit when a player can gain a Mythic Level, whether it be through traditional leveling up, or through a specific task, based on their total level of the player. This can include the total level including Mythic Levels, or simply just the amount of normal levels they have. Despite this, it is fully in the range of possibility to let players ignore such a restriction, and take Mythic Levels as they see fit. Additionally, these are considering the minimum level recommended, as players do not need to acquire a Mythic Class uniformly, and can ascend at a higher level, and quickly gain levels in Mythic Classes.
##### Recommended Levels | Mythic Level | Total Level | |:---:|:---:| | Ascension | 7 | | 1st | 9 | | 2nd | 12 | | 3rd | 15 | | 4th | 18 | | 5th | 20 |
\pagebreak # The Lich _______ ## Lich Quick Guide The Lich is an Undead Arcane spellcaster who thrives off of increasing their powers and ties to undeath, and using their long life to cheat death and allowing their time to be spent building up an army and pursuing research. Immortal, Liches escape death through the use of their Phylactery which returns them to life provided it is fed, and safe from harm. ### Prerequisite The Lich is specifically an arcane spellcaster, such as Sorcerers, Warlocks, and Wizards, although they are almost exclusively the latter. Rarely does any other form of class seek Lichdom as they are incredibly tied to the intelligence and matter of spellcasting as a Wizard, as to achieve Lichdom requires an incredibly complex arcane ritual which few other classes have the intelligence for. Despite this however, a dedicated arcane mage can still pursue the allure of Undeath, provided they have the means to secure and complete their own ritual. ### Ascension The process for Ascending into a Lich requires a dark ritual, the details of which varies based on each user, with the only constants remaining: the user must sacrifice a creature and consume their soul, they must die during the ritual, and they must have a Phylactery constructed to house their soul. At the end, the caster rises as an Undead Lich if successful. The means of this ascension typically means only evil creatures will pursue it, or become evil at the end of it from the acts committed. ### Focus The focus of the Mythic Class Lich revolves around the powers of undeath, and spell casting. Typically granting additional actions, and abilities to enhance their spellcasting capabilities, granting them a hardier more resilient body with their powerful immortality features. At further levels, this Mythic Class than shifts towards a minion type for the Lich to summon, and control; granting a permanent work and military force for the player to utilize, whether it be using undead, constructs, or elementals. ### Power Rating The Lich is rated as an A tier Mythic Class, working on heavily augmenting the user's own capabilities and granting them numerous features as found in the Lich Stat Block. These features grant the Lich numerous resistances and boons to durability, permanent magical features such as flight, or truesight, and the ability to, over time, create a powerful army of loyal minions to follow out their whims. Given enough time, and resources, a Lich is a true power to the world, and can go so far to even attempt to create whole nations by themselves. \columnbreak ### Mythic Key - **Prerequisite:** Arcane Spellcaster, High Intelligence - **Ascension:** Dark Ritual & Phylactery Creation - **Creature Type** Undead - **Focus:** Immortality, Necromancy, Spellcasting, Minion - **Power Rating:** A+ \pagebreak # Immortal Rulers of Undead ### *Deep below the earth, buried under a mountain of stone, and death a page turns, the pages yellow and crumbling from age. The decrepit figure, lit by magical orbs that float around the room fails to notice as a another fleck of dried skin peels off their face, nor the ever accumulating dust of his once lavish chambers, nor the screams of the explorer who was torn apart by long forgotten guardians. All that matters to him in this moment is the tome which lay in front of him, and the secrets that it carries; the call of rest, of hunger and exhaustion now foreign to the skeletal figure.* *"How long has he been down here?", he lets his mind wander for a moment. The tome closes with a heavy thud and an upheaval of dust; the ghastly figure rises, feet never touching the ground as he clasps the book, levitating upwards to a distant shelf.* *Claws still bloody, a ghastly pale figure, fingers still soaked in the blood of their victim enters the sanctum, dragging the bloody mess of a person. Silently, and without word the ancient figure turns to the corpse, a skeletal hand rising and casting out emerald strips of magic, enveloping the corpse. With a sudden lurch the Ghoul drops the body to the ground as it begins spasming, the sound of bones cracking, and flesh tearing as deathly magic warp the body. Its skin growing tight, fingers elongating into claws, and its body turning icy white as it is transformed, and rises to its master.* *A Lich is to many the pinnacle form a caster can achieve in their life, when one life just isn't enough, breaking the bonds of mortality to give them a nigh-infinite amount of time to pursue their interests. Many undertake this for once noble purposes, but the weight of time warps all but the most stalwart. The pinnacle of arcane, far beyond the mortal they once were, bursting with power and knowledge collected throughout the ages. Yet, infinity for a creature once so tightly bound by the finite may prove maddening, and even a Lich may find themselves withering into a hollow shell of what they once were.* ## Height of Undeath A lich is a creature that has managed to truly stave off death through a costly and arduous ritual, binding their very soul to a phylactery. With it, they will always return to life, their body withering to ash in the event of their death. This, in conjunction with a new more resilient undead form, grants them a near infinite time to pursue the secrets of arcane, learning every code, every hidden message, every ritual and spell; all with the time to see them to fruition. To a lich, time is no longer an issue, with the capability of waiting out pesky civilizations that would harm their plans, or simply waiting until the finite life of an adventurer ends. With their new found connection to undeath, and their demand for fresh souls to nourish their phylactery to sustain their unlife, and the unlikely hood of receiving outside help, liches inevitably pursue to find new means of labor. Most liches, already experts in arcane and undeath pursue this through the creation of more undead, now familiar to them and using the plentiful resource of corpses; however other means of minions are not unheard of, with Liches controlling hordes of Fiends, Elementals or even constructs. ## Ascension to a Lich Though the story of the path to Lichdom is common throughout the lands for the fear that they bring, and the darkness in one’s heart to fully carry out such a ritual, the actual means of ascension is seldom seen. Throughout the planes, there exists a grand variety of the forms a lich may take, yet throughout each and everyone a constant holds, the path to lichdom requires the utmost pursuit and sacrifice, requiring a scouring of knowledge, research, study and work like no other. Few have the knowledge to even begin the pursuit, and even fewer have the skill to complete the ritual in their lifetime. It is for this reason a great many liches owe their existence at all to a higher being who is capable of providing the steps or missing components to the ritual, figures such as gods, or even the Demon Lord Orcus all too common examples; ultimately pledging themselves in exchange. Yet even still, for every lich that has succeeded exist a hundred more who have failed, the forms the rejects come in, the result of a single miscalculation or uncounted variable. The failure comes costly, for there is no second chance; the result losing one’s mind fully to undeath, or perhaps trapping themselves eternally in what would’ve been their phylactery, to as simple as never raising back from death. Each ritual to ascend as a Lich is unique, varying greatly between each creature based on their capabilities, race, biology, and nearly every factor. It is for this reason that Liches are not as common as they might seem they should be, even a completed ritual would likely require decades of tuning to apply to another creature. Yet still, such knowledge should not be overlooked. \pagebreak What is known of a Lich’s ascension is the involvement of dark and twisted magics involved, intertwining one’s own essence with necromantic energies. Over the course of preparation, the Lich would construct their Phylactery, either creating an object from scratch, or using an existing one, adding delicate and complex runes and magical enchantments into the item to contain their soul. The creation of a Phylactery is an enormously expensive and time consuming process, even for those using existing items, with a cost of 10,000 gp Phylactery being seen as cheap and risky, while a cost of 100,000 gp is seen as the expected. At the end of the ritual, the would-be Lich drinks a special concoction imbued with magics that instantly slays the creature, to which their soul is then drawn to the Phylactery. While a Lich isn’t necessarily evil, the process and magics apart of their ascension usually either twist the would-be-Lich to evil, or weed out those without the stomach to continue. If all else fails, the need to feed on souls usually damns all but the most steadfast of souls. At the DM’s discretion, a character may attempt to reverse engineer another Lich’s complete ritual, using their notes, to Lichdom and apply it to themself, spending at least 24 hours studying and analyzing the notes, and at the end making a DC 35 Arcana check. For each additional week spent studying the notes, reduce the DC by 1. If the character fails the Arcana check, then they are unable to properly decode and understand the ritual and are unable to repeat the check using that specific ritual; although the DM may rule that a sufficiently high check may give insight into the ritual. Additionally, the character may attempt to bargain for aid in the ritual by a higher power, or gain secret hidden knowledge. In such a case, reduce the DC to 25. \pagebreak
##### The Lich | Mythic Level | Features | Cantrips Known | Spells Known | Foul Enhancements | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | **Ascension** | Undeath, Unusual Nature, Phylactery, Imprisonment, Rejuventation, Withering, Fleeting Vessel, Being of Soul, Hollow | — | — | — | | **1st** | Foul Enhancements | 2 | 2 | 2 | | **2nd** | Ward Against Holy | 2 | 4 | — | | **3rd** | Legendary Resistance, Eternal Service | 3 | 6 | — | | **4th** | ─ | 3 | 8 | — | | **5th** | Knowledge of the Ages | 4 | 10 | — |
## Lich Features ### As a Lich, you gain the following mythic class features #### Creature Type ___ - **Undead:** Your Creature Type is replaced with Undead. #### Hit Points ___ - **Hit Dice:** 3d6 per Lich level - **Hit Points Per Mythic Level:** 3d6 (or 11) + your Constitution modifier #### Proficiencies ___ - **Saving Throws:** Constitution, or one other saving throw if you already have proficiency in Constitution. - **Skills:** Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion. If you already have proficiency with a chosen skill, you gain Expertise instead. #### Spellcasting As a powerful undead caster with access to eldritch and arcane secrets. You prepare spells as you would normally with your original class. Your spellcasting modifier for this ability is your original spellcasting class, or Intelligence. Starting at Mythic Class level 1, when you gain a level in the Lich Mythic Class, you add two spells for which you have spell slots for, of your choice from the Sorcerer, Warlock, or Wizard class to your spell list. These three class spell lists are your Lich spell list. When you reach Mythic level 1, you can learn two cantrips from either the Sorcerer, Warlock, or Wizard spell list. You learn an additional cantrip at Mythic level 3, and Mythic level 5. If you are a prepared Spell Caster, you can prepare one additional spell for each Mythic Level in Lich. \columnbreak ## Ascension Features ### When you first Ascend as a Lich, you gain the following features. ### Undeath Your creature type fully changes to Undead, and you lose any previous creature type. If an effect for your Creature Type is based off of CR, you instead use your total level in place. As your body loses the need for mortal functions and seeped in necrotic magics, you gain immunity to Poison damage and resistance to Necrotic damage. Further, with a body sustained by magic you become immune to the Exhaustion and Poisoned conditions. Undeath is a drastic change, forming you as a creature of negative energy that feeds on life. Most healing spells fail to work on the undead along with various other spells, and your creature type can be noticed by those channeling divine powers, whose very same powers can provide powerful wards and magics against you. Few creatures look upon an undead with kindness or understanding. In that same regard though, most forms of non-intelligent Undead no longer perceive you as an adversary, and in some cases even respond to your will by serving you. ### Unusual Nature You do not require air, food, water to live, nor will you suffer exhaustion from not sleeping, and can instead choose a leisure activity to perform over 4 hours for a long rest. You are also immune to aging and any ill effects from it, nor can you be aged magically. Additionally, you are immune to disease, and make any Constitution checks at advantage. \pagebreak ### Phylactery To have become a lich, the soul must be ripped out of the body and stored in an item, a Phylactery, the vessel for which the soul dwells. The Phylactery is the critical component to Lichdom and one of the key components, crafted throughout the ritual to become the vessel of your soul. Phylacteries usually take the forms of trinkets, or other items close to the lich, but can range to be as large as entire dungeons; selecting a Phylactery is a delicate matter between finding a vessel than can hold your soul, and is durable enough to withstand the wear of time. Yet, to maintain an eternal life is a constant effort, and a Phylactery must be fed through the most grim of means, that of a soul consumed. The Phylactery can hold 60 charges, regaining 1 charge when consuming a Humanoid soul of CR ¼ or higher through the Imprisonment spell. The Phylactery loses 1 charge at the start of each month. If a Lich’s phylactery were to ever have 0 charges, they would begin to rot and fall apart. For each day the Lich has 0 charges in their Phylactery, they reduce their Constitution score by 1; and if their Constitution score becomes 0, they lose their minds, becoming a Demi-Lich under the DM’s control. If a Lich’s Constitution score is reduced by this effect, they can over the course of a long rest, expend 1 charge to regain 1 lost Constitution score. If you were to use a trait that expends charges from your Phylactery, and the cost would put you below 0 charges, you reduce your Constitution score for each charge below 0. You always know the state of your Phylactery, how many charges it has. Additionally, you can see from it as though it was through the Arcane Eye spell. When first ascending, a Lich only has one charge in their Phylactery. With it fed, a Lich will remain immortal, always returning to life no matter what. For the Phylactery, the properties of the item, the emotional ties, and size all determine the physical traits of your Phylactery, such as it’s AC, and hit points. All Phylacteries are immune to Psychic, Poison, and Necrotic damage, and are resistant to all other types; and immune to all Conditions. A damaged Phylactery can be repaired by spending an hour and 1000 gp worth of materials to repair the item. With particularly special phylacteries, the DM may determine that it cannot be destroyed through brute force, and must have a special requirement fulfilled to be destroyed. While your Phylactery exists you benefit from the Rejuvenation feature. If your Phylactery is destroyed, you cannot construct a new one, as a Lich can only ever construct one Phylactery. With it destroyed, you can no longer feed on souls, nor will you return to life when killed; a fate that harbors your very near end is close, and inescapable by all but the most grandiose means. To lose one’s Phylactery is to have already died, with only the body yet to catch up. > ##### Note: Phylactery Statistics > Below is an example for the statistics of a Phylactery, and can be modified to suit the item. It is generally recommended that a Phylactery have a sizeable amount of hit points. ___ > ## Phylactery >*Small Object* > ___ > - **Armor Class** 16 > - **Hit Points** 90 > - **Speed** 0 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >| 6 (-2)|2 (-4)|20 (+5)|~ |~|~| >___ > - **Saving Throws** Constitution +10 > - **Damage Resistances** All except for, Necrotic, Poison, Psychic > - **Damage Immunities** Necrotic, Poison, Psychic > - **Condition Immunities** All > ##### Note: Alternative Phylactery Destruction > As briefly discussed, when a Lich uses special means to construct their Phylactery, such as a far more demanding construction or ritual, or uses an extraordinarily powerful item as the base, the DM may rule that brute force isn’t sufficient to destroy the Phylactery. In this case it would require special means, typically involving a quest or a special item to destroy it. For example using an artifact would require the artifact’s destruction as they cannot be destroyed normally. > > Examples for the requirements of destroying the Phylactery could be destroying in the forge it was created, having a surviving relative of the Lich be the one to break the Phylactery, having a paragon of good cry onto the item, or dipping the Phylactery into the River of Styx. Caution should be advised for players with such as resilient Phylactery, as in most cases this would make them nigh-unkillable. ### Rejuvenation While your Phylactery remains you will return from death if your body is ever destroyed, this feature functions even if another feature specifies you cannot be returned to life. When you are killed, your body will reform over the course of 1d10 + 5 days. This process expends 10 charges from your Phylactery. When you are returned to life your body is reformed within 5 feet of your Phylactery, you regain all your hit points and features as though you had taken a long rest, and any wounds healed and body parts regrown; though you return with no equipment. If you are killed, you can expend 50 charges from your Phylactery for rejuvenation instead, with your body rapidly reforming over the course of an hour instead of 1d10 + 5 days. \pagebreak ### Imprisonment You learn the Imprisonment spell, and can cast it once per long rest; if you have the spell slots for casting this spell you can cast them additionally through them. When you cast Imprisonment this way, you can instead only target a Humanoid, and if you are on the same plane of existence as your Phylactery. If the creature is CR ¼ or higher, your Phylactery gains one charge after 24 hours, as the soul is consumed. A soul consumed this way is destroyed utterly, and cannot be brought back by any means. A 9th level Dispel Magic casted on your Phylactery will free any trapped souls not yet consumed. You lose this ability if your Phylactery is destroyed. ## Curse of Undeath ### While the benefits of Lichdom and undeath bring a myriad of benefits that only grow stronger, the process and transformation into undeath is not without its consequences and drawbacks. ### Withering Over the course of a year, your body will lose the ability to sustain its living appearance, slowly your body will dehydrate, your features becomes more pronounced, voice raspier, and your skin begin to peel away until after a year, your appearance is that of a slightly more living skeleton. If you are killed and reform during this first year, your appearance rapidly deteriorates; though you never rot or begin to smell. At a certain point the undeath will become apparent to anyone who gazes upon your visage, inciting the usual reaction of panic or hostility, negatively affecting most relationships severely for your status as an undead. Illusion magic can be used to hide this rotted feature. Liches may attempt to stave this off through powerful enchantments, but usually find this is an uphill battle against their new nature as an undead. Instead many Liches may alter their form further to better service them now, with some liches even modifying their bodies to hold their magic items. ### Fleeting Vessel Your body is naught but a vessel for your will, being composed of both physical matter and magic. While able to satisfy your needs, your body will no longer be capable of sustaining itself after taking serious damage and will be destroyed. When you are reduced to 0 hit points, you are killed unless any effect prevents this; and your body crumbles into dust. ### Being of Soul When you are truly killed, your Phylactery destroyed, and your body is killed, and all other safe guards against death fail, and you die; your soul is torn asunder. Unable to retain itself from the damage caused, when you are granted True Death, your soul is destroyed, fated to fade away from existence, not even granted peace in an afterlife. You cannot be returned to life by any means, not through wish or any god; once you have died there is no going back. ### Hollow Though not immediate, being Undead slowly warps one’s personality and mind, twisting it as they stray further from the life they lived. Undead typically no longer feel the heights of emotion as readily such as joy, and love, and more easily experience the lows of emotion, such as rage, apathy, or sadness; although this effect is less pronounced in Liches than other undead. The Lich will slowly lose their connection to the mortal world, distancing themselves to mortal allies and begin seeing the rest of the world beneath them, or apart of their millennia long plan as they fail to relate to their needs. This ultimately warps into a fixation on a particular goal, or want, with this fixation and abandonment of their old life typically leading a Lich to abandoning their old name, and granting themself a new title. Yet what ultimately plagues Liches the most is apathy and boredom. After eons of unlife a Lich may grow bored with study, or completely apathetic to the time passing around them, sleeping for ages, and letting the world pass them over. Liches who fall to deeply into this fugue state end up as Demi-Liches, either from neglect or purposefully. ## Mythic Level 1: ## Aspiriant Lich ### When the flesh still clings to the body, an Aspiriant Lich is the undead that has crossed that threshold, and beginning to come to understand the potential of their new body. ### Foul Enhancements Through study, and arcane enhancements you further both your mind and body, augmenting your abilities. Each level in the Lich Mythic Class you will gain a number of Foul Enhancements to choose from to further augment your abilities. When you choose a Foul Enhancement you must be able to meet the prerequisites. A level prerequisite refers to your total Lich level. At Mythic Level 1, you gain two Foul Enhancements. \pagebreak ## Mythic Class Level 2: ## Fledgling Lich ### Surviving the sudden change into undeath, and now beginning to master the necromantic energies that dwell within them, and amassing their knowledge. ### Ward Against Holy Starting at Mythic Level 2, you have advantage on saving throws against any effect that turns undead. ### Foul Enhancement At Mythic Level 2, You gain one additional Foul Enhancement. ## Mythic Class Level 3: ## Realized Lich ### Finally settled into the full power of your Lich form, and access to all the standard powers of the Lich, a realized Lich is the level most classical liches reach in their time. This standard marks their complete rise to undeath, and their control over minions; now all they need now is time to enact their plans. ### Legendary Resistance At Mythic Level 3, your resilience in both body and mind reach levels rarely touched by mortals. When you fail a saving throw, you can instead choose to succeed instead. Once you use this feature, you must finish a long rest before you can use it again. > ##### Too Strong? >If the feature of granting your players a Legendary Resistance is to strong to introduce into your game, you can instead have it only add a +10 to the saving throw, or have it grant a level of exhaustion afterwards. ### Foul Enhancements At Mythic Level 3, you gain one additional Foul Enhancement. ### Eternal Service With your strength and will finalized, it comes time for you to conjure forth minions who can serve you throughout the ages. At Mythic Level 3, you can choose one of the following features to determine what form of minions define your Lichdom. \columnbreak #### Undying Legion ### Your specialize in the methods of undeath, fueling your own power from your body and embracing your connection as a means to establish a permanent control over them. When you create undead using the spells Animate Dead, or Create Undead, the undead you create are permanently under your control, and do not need to have the spell re-casted on them. If you do not already know the spells Animate Dead, and Create Undead, you learn them and have them always prepared. #### Elemental Control ### You focus your energy towards the elemental entities that make up our reality, and devise means to bind them to your will. Once per day, you can cast the Conjure Elemental spell as an Action without concentration, regaining this ability at the end of a long rest. Through arcane rituals, you can summon forth and bind elementals to your plane and your will to serve you indefinitely. You can summon forth an Elemental using your Conjure Elemental spell feature (casted at 5th level) into a Magic Circle. Both the Conjure Elemental, and Magic Circle casted this way remain for as long as you concentrate on them (counting both as the same concentration). You spend a number of weeks and a 1000 gp times the CR of the Elemental you wish to bind to you, 2 days and 250 gp for a CR ¼ creature, and 4 days and 500 gp for a CR ½ creature. For example, to bind an Earth Elemental would take 5 weeks and 1000 gp worth of material to bind to your will. When you begin binding an elemental, you can instead choose to bind them only to your lair and dungeon, or other place your magic has seeped in; when you do so the time and cost to bind an elemental is reduced by half (to a minimum of 100 gp and 1 day). An Elemental bound to a location cannot ever leave the location to which they have been bound, and will immediately disappear if removed. This area can be no larger than a 500 foot radius. Elementals bound this way are still servile entities, and while they must obey your commands, outside travelers can potentially free them under certain circumstances as decided by the DM. You learn the Conjure Minor Elemental, Conjure Elemental, and Magic Circle spells if you did not already, and always have them prepared. Additionally, you have advantage on all ability checks making, and disarming magical elemental traps. \pagebreak #### Mechanical Army ### You focus your knowledge to the construction and animation of constructs, the most difficult and time consuming minion, but the most potential. Learning various rituals you can animate existing objects, such as armor, or weapons, to constructing golems and humanoid constructs such as Cogworths. You can animate a weapon with the ability to fly and attack your enemies. When animating a weapon, you place a non-magical weapon into the center of a magic circle, carve intricate arcane runes into it, imbibe a trigger for their activation, specify creatures that they shouldn’t attack, and who can direct them. You then spend 300 gp and an 8 hour ritual to animate it, using the Animated Sword stat block, but using the damage value of the weapon chosen. Additionally, you have advantage on any checks for constructing mechanical and magical traps. You can animate a suit of armor with the ability to stand vigilant and defend your territory. You choose a piece of non-magical full-plate to animate, spending week and 1000 gp carving intricate arcane runes into the armor and imbuing with various magical components. During this process you imbue it with limited will and sentience, specifying any creatures it regards as allies, and creatures it takes orders from, its default nature and actions, and its purpose. You can change any of these commands at any point verbally. At the end, you create an Animated Suit of armor using the Animated Armor stat block. You can animate a statue, turning it into a Gargoyle, using the Gargoyle stat block, spending two weeks and 2000 gp as you carve arcane runes and imbue it with a fragment of your will, specifying any creatures it regards as allies, and creatures it takes orders from, its default nature and actions, and its purpose. You can change any of these commands at any point verbally. You can create the following Golems: Flesh Golem, Clay Golem, Stone Golem, and Iron Golem. Spending two weeks and 2000 gp times the CR of the Golem you wish to create as you carve and create the intensely magical construct, specifying any creatures it regards as allies, and creatures it takes orders from, its default nature and actions, and its purpose. You can change any of these commands at any point verbally. At the end, you create an Animated Suit of armor using the Animated Armor stat block. Lastly, you gain the secrets of repurposing a humanoid’s soul to function as the fuel for a constructs known as Cogsworth. For the purpose of creating Cogsworth you must have the humanoid be in the workshop, or within 20 feet, for 24 hours as you construct the initial body, after which you slay the humanoid inside of a magic circle, directing their soul into the construct body and can begin work. Some Cogsworth require additional souls. When a Cogsworth is killed, the soul is free to return to its afterlife of choosing. While a Cogsworth lives, that creature cannot be returned to life by any means other than the Wish spell. You can spend 1 day, 500 gp worth of materials, and one Humanoid soul and create a Cogsworth Soldier. You can spend 3 days, 1000 gp wort of materials, and three souls to create a Cogsworth Foreman. You can spend 1 week and 3000 gp worth of materials and five souls to create a Cogsworth Spider. Lastly, you can spend 2 weeks, 5000 gp worth of materials, and ten souls to create a Cogsworth Enforcer. ___ > ## Cogsworth Soldier >*Medium Construct, Neutral* > ___ > - **Armor Class** 14 (Natural armor) > - **Hit Points** 22 (3d8 + 9) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|10 (+0)|14 (+2)|7 (-2)|12 (+1)|8 (-1)| >___ > - **Skills** Athletics +4, Perception +3 > - **Damage Immunities** Poison, Psychic > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Poisoned > - **Senses** Darkvision 60 ft., Passive Perception 13 > - **Languages** understands the languages of its creator but can't speak > - **Challenge** 1 (200 XP) > - **Proficiency Bonus** +2 > ___ > **Unusual Nature.** The Cogsworth doesn't require air, food, drink, or sleep. > ### Actions > ***Longsword.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit:* 6 (1d8 + 2) slashing damage. > ***Crossbow.*** *Ranged Weapon Attack:* +3 to hit, reach 80/320 ft., one target. *Hit:* 5 (1d8 + 1) piercing damage. \pagebreak ___ > ## Cogsworth Foreman >*Medium Construct, Typically Neutral* > ___ > - **Armor Class** 15 (Natural Armor) > - **Hit Points** 34 (5d8 +!2) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|15 (+2)|14 (+2)|16 (+3)|12 (+1)|15 (+2)|12 (+1)| >___ > - **Skills** Perception +6 > - **Damage Immunities** Poison, Psychic > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Poisoned > - **Senses** Darkvision 60 ft., Passive Perception 16 > - **Languages** Knows and speaks the languages of it's creator > - **Challenge** 2 (450 XP) > - **Proficiency Bonus** +2 > ___ > **Unusual Nature.** The Cogsworth Foreman doesn't require air, food, drink, or sleep. > **Leader** All Cogsworths that can see and are within 30 feet of the Cogsworth Foreman gain a 1d4 to all Ability Checks, Saving Throws, and Attack Rolls. > ### Actions > ***Multiattack.*** The Cogsworth Foreman makes two attacks. > > ***Longsword.*** *Melee Weapon Attack:* +4 to hit, reach 5ft., one target. *Hit:* 6 (1d8 + 2) slashing damage. > > ***Crossbow.*** *Ranged Weapon Attack:* +3 to hit, reach 80/320 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage. ___ > ## Cogsworth Spider >*Small Construct, Neutral* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 30 (5d8 + 8) > - **Speed** 40 ft., climb 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)|18 (+4)|12 (+1)|8 (-1)|14 (+2)|6 (-2)| >___ > - **Saving Throws** INT +2 > - **Skills** Perception +5, Stealth +7 > - **Damage Immunities** Poison, Psychic > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Poisoned > - **Senses** Darkvision 60 ft., Passive Perception 15 > - **Languages** understands the languages of its creator but can't speak > - **Challenge** 5 (1,800 XP) > - **Proficiency Bonus** +3 > ___ > **Unusual Nature.** The Cogsworth doesn't require air, food, drink, or sleep. > > **Spider Climb.** The Cogsworth Spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. > ### Actions > ***Multiattack.*** The Cogsworth Spider either makes two attacks with it's Buzzsaw, or one attack with it's Steam Blast. > > ***Buzzsaw.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit:* 6 (1d6 + 4) slashing damage. > > ***Steam Blast.*** *Ranged Weapon Attack:* +7 to hit, reach 25 ft., one target. *Hit:* 7 (3d4) fire damage. > > ***Repair.*** The Cogsworth Spider targets another Cogsworth that it can touch. The Cogsworth regains 3 (1d6) hit points. \pagebreak ___ > ## Cogsworth Enforcer >*Large, Neutral* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 53 (6d10 + 20) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|19 (+4)|8 (-1)|18 (+4)|7 (-2)|17 (+3)|8 (-1)| >___ > - **Saving Throws** STR +7, WIS +6 > - **Skills** Athletics +7, Perception +6 > - **Damage Immunities** Poison, Psychic > - **Condition Immunities** Charmed, Exhaustion, Frightened, Paralyzed, Poisoned > - **Senses** Darkvision 60 ft., Passive Perception 16 > - **Languages** understands the languages of its creator but can't speak > - **Challenge** 6 (2,300 XP) > - **Proficiency Bonus** +3 > ___ > **Unusual Nature.** The Cogsworth doesn't require air, food, drink, or sleep. > > **Magic Resistance.** The Cogsworth Enforcer has advantage on saving throws against spells and other magical effects. > ### Actions > ***Multiattack.*** The Cogsworth Enforcer makes two attacks with it's Brass Fist, and one attack with it's Arcane Cannon > > ***Brass Fist.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage. > > ***Arcane Cannon.*** *Ranged Weapon Attack:* +6 to hit, reach 90 ft., one target. *Hit:* 13 (3d6 + 3) force damage and is knocked prone. \columnbreak ## Mythic Class Level 4: ## High Lich ### The potential left untapped into their bodies is uncovered, tomes of knowledge studied and written, and steps to further augment their body, no longer restrained by former thoughts of life. ### Foul Enhancements At Mythic Level 4, you gain two additional Foul Enhancements. ## Mythic Class Level 5: ## Arch-Lich ### The height of a Lich’s power, of understanding eons of knowledge that laid before them and becoming one with it. An Arch-Lich has long since dismissed any former thoughts of mortality, no longer thinking like the creature they once were, and truly understanding the flow of magic, and the power that lay before them. ### Knowledge of the Ages Whether through the new-found heightened power of a new form, or through understanding and knowledge beyond what most can ever hope to achieve, your understanding of the world, and your own capabilities have greatly deepened. Your Proficiency bonus increases by 1, to a maximum of +7 at level 20. ### Foul Enhancements At Mythic Level 5, you gain two additional Foul Enhancements. \pagebreak ## Foul Enhancements #### Arcane Reservoir **Prerequisite: Mythic level 4** You gain an additional number of spell slots equal to half of your maximum spell slots, rounded down, for spell slot levels below 8th level. For example, if you had three 4th level spell slots, you’d gain one additional 4th level slot. If you have the Pact Magic feature, you instead gain normal spell slots as though you were a half caster, such as a Paladin. These spell slots do not function as Pact Magic Slots, and instead work through the Spellcasting feature instead. ### #### Circumvention **Prerequisite: Mythic level 2** You no longer need material components for most spells, and can summon mundane spell components at will for spells. Additionally. you can cast a spell with a material component of up to 100 gp without the necessary materials. The DM may rule that a material is to exotic or magical to conjure through these means. You can also, as an action, create mundane non-magical equipment for yourself, such as weapons or robes to wear. These items instantly turn to ash when they are farther than 5 feet from you. ### #### Deathly Touch **Prerequisite: Mythic level 3** You gain the ability to harness and direct the unlife within you. You can make a melee spell attack roll with a range of touch. On a hit, you deal 3d6 cold damage. Beasts and Plants that are CR 0 instantly wither and die from this touch. When you hit a creature with your Deathly Touch, you can attempt to paralyze them. They must make a Constitution saving throw, against your spell save DC, becoming paralyzed for 1 minute. A creature can repeat this saving throw at the end of their turns, ending the effect on a success. Constructs, and Undead are immune to this ability. You can use this feature a number of times equal to your Spellcasting Modifier. If you are grappled by a creature, this attack always hits. ### #### Embolden Pact **Prerequisite: Mythic level 2, Pact Magic** You gain an additional 2 Pact Magic slots. ### #### Ethereal Body **Prerequisite: Mythic level 1, Ghostly Form** You have immunity to bludgeoning, piercing, and slashing damage made from non-magical weapons. ### #### Eyes of the Lich **Prerequisite: Mythic level 5** Your gain Truesight out to 120 feet. ### #### Font of Knowledge **Prerequisite: Mythic level 4** Your Intelligence score increases by 4. This can bring your maximum Intelligence score above 20. #### Frightful Gaze **Prerequisite: Mythic level 2** You gain the ability to instill a primal sense of fear into a creature by focusing the undeath of your gaze into them. As a bonus action, you can target one creature you can see within 10 feet of you. The target must make a Wisdom saving throw against your Spellcasting DC or become frightened for 1 minute. The frightened creature can repeat this saving throw at the end of each of their turns, ending the effect on a success. If the target’s saving throw was successful or the effect ends on it, the creature is immune to your Frightful Gaze for the next 24 hours. ### #### Ghostly Form **Prerequisite: Mythic level 4** You gain resistance to bludgeoning, piercing and slashing damage made from non-magical weapons. ### #### Greater Mystic Well **Prerequisite: Mythic level 5, Mystic Well** You can cast 2nd level spells at will now, no longer requiring a spell slot. If you have the Pact Magic feature, you can cast 1st level spells this way, as though you had the Spellcasting feature instead. ### #### Immutable **Prerequisite: Mythic level 5** Magic can no longer alter or degrade your form. You are immune to spells and other effects that would alter your form, unless you allow them to do so. Additionally, you Ability Scores cannot be reduced by any means, except for your Phylactery going below 0 charges. ### #### Living Grimoire **Prerequisite: Mythic level 3, Prepared Spellcasting** You can prepare double the amount of spells you can normally prepare. ### #### Magi Prime **Prerequisite: Mythic level 5, 9th level spell slot** You gain one 9th level spell slot. ### #### Master of the Basics ____ ____ ____ ____ ____ You learn three Cantrips from the Lich spell list. ### #### Mystic Well **Prerequisite: Mythic level 3** You can cast 1st level spells at will now, no longer requiring a spell slot. If you have the Pact Magic feature, you can cast 1st level spells this way, as though you had the Spellcasting feature instead. ### \pagebreak #### Necromantic Blast ____ ____ ____ ____ ____ When you kill a creature with a spell of 1st level or higher, that isn’t a construct or undead, you can use a reaction to use their fading life energy and form a necromantic blast, making an ranged spell attack roll against a creature you can see within 60 feet. On a hit, the spell deals 2d10 necrotic damage. If the spell you used to kill a creature was a necromancy spell, the Necromantic Blast deals 3d10 necrotic damage instead. ### #### Repertoire of Knowledge ____ ____ ____ ____ ____ You can over the course of a minute, replace a number of prepared spells equal to twice your Spellcasting Modifier with other spells you have access too. Once you use this feature, you cannot do so again until you finish a long rest. ### #### Scholar of the Wyrd **Prerequisite: Mythic level 1** Tomes of eldritch knowledge unfiltered are no longer an issue for your new self. You learn two Eldritch Invocations of your choice from the Warlock class. You can take an Invocation as long as you meet the prerequisites; for the purpose of Warlock levels, each Mythic Level in Lich counts as two Warlock levels. ### #### Sealed Vessels **Prerequisite: Mythic level 4, Elemental Control** You gain the ability to further enhance your elemental creations. Over the course of a day, you can infuse a Fire, Water, Earth, or Air elemental into a magical suit of full-plate, either using a magic item of rarity Uncommon, or higher to do so, or 2000 gp worth of materials, creating a Myrmidon of the same type. Additionally, when you use your Conjure Elemental feature, you can summon a Water, Air, Earth, or Fire Myrmidon instead; though you cannot bind this Elemental as you would normally. When you summon a Myrmidon this way, it lasts until you use this feature to summon another Myrmidon. ### #### Servant of Fell Gods **Prerequisite: Mythic level 3, Devotion to a God** You gain five spells from the Cleric spell list for which you have spell slots for. These spells must channel negative energy in nature, and cannot be able to heal, or resurrect any creatures. If the spell were to require you to choose between features of good or evil, or the upper and lower planes, you must choose the evil, or lower planes options, such as with the Hallow spell. You can replace one spell from this feature whenever you gain a level in any class. ### #### Shadow Sight ____ ____ ____ ____ ____ You gain 120 feet of Darkvision if you didn’t have it already, or increase your current Darkvision by 120 feet. ### \columnbreak #### Snapped Tether **Prerequisite: Mythic level 3** You sever your connection to the earthly ground below you. You gain a flying hover speed equal to your walking speed. ### #### Soul Feast ____ ____ ____ ____ ____ You gain the ability to feast on the souls of creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs ot the School of Necromancy. You don’t gain this benefit for killing constructs or undead. If you already gained this ability from the School of Necromancy’s Grim Harvest, you instead count all spells as having belonged to the Necromancy School. ### #### Stifle Life **Prerequisite: Mythic level 4** You send out an aura of numbing death in a 60-foot radius centered on yourself. Each creature in this area regains half the hit points from any abilities or spells that they normally would, rounded down. This aura follows you, and penetrates cover, lasting for up to an hour as long as you maintain concentration, as if concentrating on a spell. ### #### Unfeeling Body ____ ____ ____ ____ ____ You gain resistance to one of the following damage types, acid, cold, lightning, or thunder. ### #### Unlocked Potential **Prerequisite: Mythic level 2** Your Intelligence score and Constitution score increases by 2. This can bring your maximum Intelligence score above 20. ###