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The DM section

The Potion of Lichdom


Disclaimer The first step in the process is to craft a potion of Lichdom.
Before we delve into the character creation aspects of Hints of this process may have been found in the
this prestige class, I feel it necessary to provide the context aforementioned elven tomb, an Archlich may use the
in which this was developed. I am a DM who plays with his gathering of reagents as a test of resolve for the would-be
friends on Sundays, squeezed into a small flat; with six apprentice. The recipe may be stolen from a Lich, although
players sat around a table big enough for four. This an adventurer would be fortunate to do so successfully
Prestige Class is balanced for our campaign and how we without suffering dire consequences.The potion is made
play D&D The options presented here are powerful and from a number of ingredients, all are expensive, rare or
potentially disruptive, so as the DM you must make a dangerous to obtain. When presenting this to your players
reasoned judgement on how to balance it for your table. don't feel worried about providing a list of specifics. Instead
Most importantly don't forget to have fun with it. consider what sort of encounters are appropriate for
- Ratharyn Winterleaf providing the level of danger needed to justify the reward
this prestige class offers. Most importantly though, give
The Archlich yourself space as a DM to take advantage of seemingly
The Lich is ubiquitous with evil, the undead and cold. One unrelated events that unfold in your game. Don't concern
who traded their last grains of humanity for the promise of yourself with how the player will achieve attaining them, or
eternal life. Many begin this journey with earnest what exactly some of the reagents are, unraveling the
intentions, to seek greater knowledge, escape death or mystery of the ingredients is part of the challenge for your
have the power to make the changes they desire to see in players.
the world. The course of this journey is pathed in
corruption and require only the most sickening acts be Some examples of appropriate reagents for the potion
committed in its pursuit, often the ends are forgotten in include:
favour of the growing taste for the means. A phoenix feather
Little known to mortals is another path. A longer, harder The tears of a celestial
path - one that requires the very sacrifice that the promise Angel dust
of Lichdom offers. Through careful preparation, the A psionically active mind
crafting of a powerful alchemical elixir and a powerful Dragons blood
magical artefact, it is possible to attain Lichdom without A Pit Fiends fear
losing ones humanity. An Archlich's transformation is a A Ki-Rin horn
transcendent event, a casting off of their grim mortal
shackles into a form capable of instigating lasting change.
Determining Variant Class Features
  At 1st, 3rd and 5th level the Archlich will gain features that
correspond directly with reagents incorporated into their
The Journery to Archlichdom - potion of Lichdom. An example is provided in the player
How to implement and use this portion of this document, I will briefly outline a method for
prestige class in your campaign picking and modifying abilities to be suitable for this
prestige class here. 
This content was not designed with the overall class When picking a feature first consider the level at which
balance of D&D 5e in mind, instead was written for high this feature is obtained. I favoured front loading a couple of
level play where players may have goals that extend across lower level abilities for the first level of this prestige class to
planes. This was designed for players who wish to defy the establish a theme going forward. The first place to look is
will of the gods and nature itself. The path to Archlichdom the stat block of the creature the reagent was obtained
should provide a very real risk of death to the player every from, with some basic modifications these can be
step of the journey, only the most tenacious of mages incorporated as a class feature. 
achieve Archlichdom, at no point should it feel trivial. Firstly, creatures in the monster manual are structured
The Path to Archlichdom is hard, expensive and different than player characters, where a monster has an
dangerous. A mortal seeking this path may find reference ability that specifies an effect lasting an amount of time -
in an ancient elven tomb, the knowledge may be passed convert this to be a number of rounds determined by a dice
down from another Archlich to an apprentice. Few are roll. Although not a perfect one for one, where an ability
capable of discovering the process for themselves, those specifies an effect lasts a minute, instead, that effect should
that attempt to will find the temptation to fall to the process last 1d4 rounds. 
too enticing and seductive Where applicable, creatures should be able to attempt an
additional saves at the end of their turns against abilities
  that require saving throws. This is especially true if the
ability in the Monster Manual or equivalent book do not
specify repeat saves.
Cones, radius and ranges should be balanced as not to
become overwhelmingly powerful. As a general rule, Arcana DC table:
creatures above CR10 have very large areas of effects with 0-5 - The potion is destroyed and reagents are lost. This
their spells. Cones should not extend further than 30 feet, may also result in a mishap such as an explosion or
lines should not extend further than 60 feet and target release of toxic fumes
spells with attack rolls should not extend further than 120 6-14 : No effect, the process continues as normal
feet. Auras should not extend beyond 20 feet but should 15-20 : A successful stint in the lab reduces the overall
ideally be kept within 10 feet. crafting time
21-25 : An especially successful time in the lab occurs,
Third Level the overall crafting time is substantially reduced
The third level ability is the only feature gained at this level 26-30 : This represents a perfect crafting period
of the prestige class. This should represent the players allowing for a dramatically reduced overall crafting time
commitment to the path to Archlichdom and should
provide a significant power. This feature should be You may have noticed that I have given no specific time
something that isn't ordinarily obtainable by players - anti- periods, as the DM you are the arbiter of what these DCs
magic cone, breath weapons or growing wings and gaining mean in terms of game time, they can be as fluid or as
a flight speed are all viable options. Legendary and Lair crunchy as you want to make them.
actions also have options that tend to break to the general
orthodoxy of player obtained abilities and can be modified Drinking the Potion
to be suitable for this prestige class. The very act of drinking the potion risks the aspiring
Fifth Level Archliches very life and soul, death is a very real danger but
The Capstone Ability for this Prestige class is given in the by far not the worst threat. In fact, the goal of the potion is
core of the class,  gaining True Sight, and a range of indeed to kill the drinker offering only a glimpse of time to
immunities is a powerful boon, as such I refrained from navigate the realm between realms and return successfully
providing a truly powerful variant feature for the 5th level to the material plane.
of this class. The fifth level variant feature should be On the next page is a table with some examples of the
roughly equivalent to a 10th level class feature. types of successes and failures encountered when
attempting to attain immortality. Upon drinking the potion
Creating your own variant features the player must make a constitution save, the effects in the
You may wish, or be required, to create your own variant table correspond to the total score from the players roll.
features for this prestige class. The DMG provides some
powerful tools for getting the basis of this together in the
Dungeon Master's Workshop section. Pages 280-281 are
loaded with examples of features that can be modified
using the general rules given above. Consider your other
players, the features they are set to gain and use that
information to guide your choices here. Part of making this
prestige class work is in not allowing the Archlich to
become a force that overwhelms all the alternative options
your other players have at their disposal for dealing with a
given situation. Try to maintain a sense of everybody having
a niche. 
Crafting the Potion
The process of gathering these reagents should be tough
enough to keep a player occupied will into tier 3 of play.
Crafting can only be performed by a character proficient
with an alchemy kit and a specialist lab with apparatus to a
value of 50,000gp. The player may have their own lab or
may be able to have an alchemist craft it for them, perhaps
an Archlich interested in their development, at your
discretion.
The crafting of the potion, assuming it is a legendary
item, should take around 50 years to complete. This is very
achievable for many of the races of a standard fantasy
setting, however this may not be practical for your
campaign. As such, you may wish to include mitigating
factors that speed up the process.
During downtime the player may make an arcana roll to
determine the success of the period of crafting.
 
The Archliches sacrifice must be something of
Potion of Lichdom effects tremendous importance to the character as an individual. It
need not be a physical thing but something that the
Effects character must forever lose and be pained to live without.
Con Some examples would include things like:
Result Effect
0-2 The player is killed and Orcus seizes the A forest gnome may surrender their connection to
opportunity to send a servant to seize the players
soul. You may choose to allow this to have an
nature
impact in the material plane, possessing the
players physical form
The most treasured memories of a loved one
3-5 The player is killed outright and their soul is A handful of soil from their hometown, representing the
destroyed severing from their former self
6-10 The player is knocked into a coma for 6d6x10 The player characters name, forever sealed away never
days, the process is unsuccessful. The player is to be spoken
unable to use spells for 6d6x10 days and gains a
trait from the Indefinite Madness table of page Your player is the one to determine the nature of the
260 of the DMG - this trait can only be cured sacrifice, as the DM you must evaluate the legitimacy of
using an appropriate spell as listed on the same their choice - bear in mind that to get to this stage the
page of the DMG using a 9th level spell slot. The
player may also gain a 1d4 Long-Term Madness
player will have already overcome and endured a lot of risk.
effects from this page at your discretion This is a great opportunity to establish some ongoing
character themes with your player so work with them to
11- The potion works as intended but a powerful
14 deity notices. The player is also knocked into a
find a fitting sacrifice is they get stuck. 
coma for 6d6x10 days and gains a trait from the
Indefinite Madness table of page 260 of the DMG The Sacrifice
- this trait can only be cured using an appropriate Once your player has determined their sacrifice have
spell as listed on the same page of the DMG them make an Arcana, Religion or Nature Roll -
using a 9th level spell slot. The player may also whichever is most appropriate - to determine whether this
gain a 1d4 Long-Term Madness effects from this sacrifice is sufficient, the DC should be set at no less than a
page at your discretion 15. If the player fails this roll, the outcome can be
15- The potion works as intended but the player determined by you - perhaps the process is successful
17 loses the ability to cast spells or use magic for enough to return them to their material form, however,
6d6x10 days. The player also gains 1d4 Long- their phylactery may now require feeding. If this is the case,
Term Madness effects this would be considered a failure as the process would
18- The potion works as intended but the player have turned the player into a Lich, one that will inevitably
20 loses the ability to cast spells or use magic for fall to evil. You may not wish to have a player character act
6d6x5 days. The player also gains 1 Long-Term as an evil lich in your campaign, if this is the case, remove
Madness effect their character sheet and enjoy your new antagonist.
21- The potion works as intended but the player If the player succeeds their spirit returns to their
24 loses the ability to cast spells or use magic material form and the transformation is complete. Lasting
for 6d6 days effects can now be resolved - the player may have picked up
25 + The potion works as intended but the player flaws, insanity, they may be magically inert for a time.
loses their ability to cast spells or use magic for
4d6 days Resolving the levelling up process
When the player gains this form remove a level of their
current class in favour of gaining the first level of this
The Phylactery prestige class. In practice, this means that the player may
The phylactery is a hideous relic crafted by a lich to lose a class feature or ability score improvement but no
contain the souls necessary for them to feed and maintain alterations will be needed with regards to spell slots, spells
their form. A lich will be reborn from their phylactery upon known or hit points. What is lost represents the strain that
death, allowing them to cheat death repeatedly. The achieving this form has taken on their body and soul.
Archlich keeps a phylactery, however where a Lich will Resolving levelling up in this way is the easiest way to
offer the sacrifice of an unwilling sentient being, the maintain the XP integrity between your players.
Archlich must sacrifice something of profound valuable. It is now time to take a look at the player half of this
The phylactery is a container, inlaid with silver to a value guide.
of no less than 5000gp. Such an item can be found,
purchased or crafted and is essential during the
transformation ritual. Upon drinking the potion of lichdom
the aspiring Archlich will take themselves to the shallow
waters of death itself and walk the plane straddling life and
oblivion. It is here they must successfully offer a sacrifice of
great value and importance, sealed away from the Archlich
for all time.

 
The Player Section 
In this document I will present the options for the At second level you gain the Paralysing Touch ability. You
Archlich Prestige Class as it appears in my home may use this ability a number of times equal to your
campaign. The form of an Archlich is shaped by the constitution modifier (a minimum of once), the DC for this
reagents gathered for their potion of Lichdom and the attack equals 8 + con modifier + proficiency bonus. Make
sacrifice offered, work with your DM to find appropriate a melee spell attack, on a hit the target takes 3d6 cold
features but remember your DM has the final say on how damage and must make a constitution saving throw. The
this will be balanced. Implementing this prestige class into target must succeed or be paralysed for 1d4 rounds, a
a campaign could be an unenviable task for your DM, so be paralysed target may repeat the saving throw at the end of
respectful of their decisions in attempting to balance this each of its turns.
for your game. 
Ability Score Improvement
Qualifying for this Prestige Class At 4th level you gain an ability score improvement. You can
You must be a spellcaster capable of casting 7th level raise one ability score by two, or two ability scores by one.
spells.  As normal this cannot raised an ability beyond a score of
20.
Class Features Frightening Gaze
At 4th level you gain the ability to fix you gaze on one
Hit Dice creature you can see within 10 feet of you. As a bonus
You retain the Hit Dice of your base class and continue action you may compel the target must succeed on a DC (8
rolling for your new health score as normal for every level + Proficiency + Con Modifier) Wisdom saving throw
gained in this prestige class. against this magic or become frightened for 1d4 rounds.
The frightened target can repeat the saving throw at the
Spellcasting end of each of its turns, ending the effect on itself on a
When you gain a level in this prestige class you also gain a success. If a target's saving throw is successful or the effect
level in your previous class solely for the purposes of ends for it, the target is immune to your gaze for the next
determining your spell slots, spells known and spells 24 hours.
learnt. When a level is taken from this prestige classes, Master of Undeath
class features from the prestige class are gained in favour At 5th level you have successfully attained and controlled
of class features gained from the base class. For example - the power your new form offers. Harder to attain than it is
a 15th level wizard with 2 levels in this prestige class would for a Lich, the Archlich must learn to master their form.
have the spellcasting ability of a 17th level wizard, however You gain the following:
they would not gain the ability score improvement at level You are now immune to Poison, Bludgeoning, Piercing
16 as this is a base class feature. Proficiency bonus is and Slashing damage from none magical weapons.
determined by character level so scales as normal. You gain immunity to the following conditions: Charmed,
Rejuvenation  Exhaustion, Frightened, Paralysed, Poisoned.
This feature is gained at your first level of You gain resistance to Turn Attempts made against you.
Archlich. Provided you have your phylactery, when you You gain True Sight out to 120ft
are destroyed you gain a new body in 1d10 days, regaining  
all of your Hit Points and becoming active again. Your new
body appears within 5 feet of your phylactery.
Ever Waking
From the first level in this prestige class you no longer
require sleep. Instead, a long rest for you requires 4 hours
of uninterrupted meditation. 
Resistant
From the first level in this prestige class you gain
resistance to necrotic and cold damage. An additional
resistance is gained from your variant feature.

Paralysing Touch
Variant Features
As an Archlich you will gain additional features
according to a number of factors determined during your
journey towards immortality. The nature of your potion of
Lichdom is presented in the DM side of this document as
the primary driver of these variables, so consider this when
you gather the reagents to craft your potion. Presented
here is an example of the types of variant features
obtainable on your path to Archlichdom, speak with your
DM about any specific ideas you may have about the
reagents you wish to gather and the types of features you
are looking to gain from them.
Variant features are gained at 1st Level, 3rd Level and
5th Level.
 
Example Variant: 
A potion crafted using a Beholders Central Eye, Crushed
Unicorn Horn and Tears of a Celestial will impart the
following features:
1st Level:
Awakened Mind: The eye of the beholder imparts its
psychic power. You can communicate telepathically with
any creature you can see within 30 feet of you. You do not
need to share a language with the creature for it to
understand your telepathic utterances, but the creature
must be able to understand a language. In addition you
gain resistance to psychic damage.
Shimmering Shield: The tears and crushed horn of a
unicorn imparts their celestial power inside you. You may
use your bonus action to manifest a shimmering shield
over yourself or a target within 60ft of you. Until the start of
your next turn, attacks against that target are made at
disadvantage. You can use this ability up to your
constitution modifier per day (minimum of 1), uses of this
ability recharge on a long rest.

3rd Level
Anti Magic: The eye of the beholder imparts it
magic suppression on you. As an action you may emit a
30ft cone of anti magic, suppressing all spells and
magical effects in that area until the start of your next turn.
You can use this ability up to your constitution modifier
(minimum of 1), uses of this ability replenish after a full
rest.

5th Level
Impenetrable Mind: Your thoughts can no longer be read
by telepathy or other magical means. You gain immunity
to psychic damage, whenever a creature attempts to
deal psychic damage to you, that creature takes
the damage instead, ignoring any damage resistance I hope that this guide has been helpful
they may have to the psychic damage type. for you, if you have implemented this
  into your campaign I am frequently
  looking at the D&D groups in Reddit
under the username Ratharyn - I'd love
to hear your tales. Thanks for reading
and happy adventures.
- Ratharyn

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