🎲 D&D Companion

Lich

๐ŸŸข 1.00 color View in Google Sheets

The Lich is an Undead creature who draws their power from evil magic and sheer will. Liches were once mages who sought everlasting life, to the point of harboring their soul within an item called a phylactery. They are now raised beyond death, often hungering for vengeance and wielding the power to chill enemies, absorb souls, and raise undead hordes of their own. Liches generally wield a mix of magic and might, and prefer facing enemies up close for maximum terror. They boost Arcana, Fortitude, and Intimidate, and while some tend to emphasize their mighty weaponry with Heavy Attack, others enjoy their command of others with Spirituality, Insight, and Persuasion.

Parser confidence notes

Base (shared)base

cols D-D ยท levels 1-1 ยท 1 abilities
LvlCellAbilityCostRules
1D1Phylactery60 act60 actions. You store your soul into an item, turning it into a Phylactery. This item must be of a size to be easily held in one hand. Once your soul is stored in this item, you can never use this ability again. If the Phylactery reaches over 250 feet (50 spaces) from you, it crumbles to dust, and so do you. While your Phylactery is intact, it is immune to rust, acid, and any other form of natural decay. Furthermore, upon reaching 0 HP, you will necrotically resurrect yourself in the next hour with half your total HP. Enchantments.

Frost

cols A-B ยท levels 2-5 ยท 7 abilities
LvlCellAbilityCostRules
2B2Frost Bolt4 act4 actions. Hurls a cold bolt that deals 1d4 Frost damage to a target within 10 spaces. That target suffers -2 actions per turn for 2 turns. Arcana vs Reflex.
Upgrades:
  1. Frost Bolt + (L3) โ€” 5 actions. +1d4 frost damage. Target suffers -2 actions.
  2. Frost Bolt ++ (L4) โ€” 6 actions. +1d4 frost damage. Target suffers -2 actions.
3A3Chill3 act3 actions. You chill the area within 3 spaces of you. During this time, any targets in the area suffer -2 actions. Lasts 5 turns or until dismissed. Arcana vs Fortitude.
Upgrades:
  1. Chill + (L4) โ€” Affects the area within 5 spaces of you.
  2. Chill ++ (L5) โ€” Targets suffer -2 actions per turn and take double damage from elemental attacks.
3B3Cone Of Cold4 act4 actions. You blast cold in a 1x3 cone from you. Everyone in that area takes 1d4 damage and loses 2 actions for 2 turns. Arcana vs Fortitude.
Upgrades:
  1. Cone Of Cold + (L4) โ€” 1x4 cone, 2d4 damage, targets lose 4 actions.
  2. Cone Of Cold ++ (L5) โ€” 1x5 cone, 3d4 damage, targets lose 6 actions.
4A4Frost Chains3 act3 Actions. Blasts an adjacent target with frost, dealing 2d4 damage and trapping them in chains of ice for 2 turns. Arcana vs Fortitude.
Upgrades:
  1. Frost Chains + (L5) โ€” +1d4 damage, affects all adjacent targets.
4B4Ice Blast4 act4 actions. You blast a target for 1d4 frost damage. They cannot use Move actions for 3 turns. Arcana vs Fortitude.
Upgrades:
  1. Ice Blast + (L5) โ€” +1d4 frost damage.
  2. Ice Blast ++ (L6) โ€” +2d4 frost damage.
5A5Ice Storm9 act9 actions. You hit a 4x4 area with a blizzard. Everyone in the area takes 2d4 frost damage per turn and cannot use any move actions. You can move the blizzard at 1 space per action. Lasts until called off. Arcana vs Fortitude.
5B5Flash Frost2 act2 actions. You flash freeze everyone in a 1x5 cone, dealing 1d4 damage and immobilizing them in ice. Affected targets cannot make physical actions, including speaking. The ice lasts 1 turn or until it takes 15 damage. Arcana vs Fortitude.
Upgrades:
  1. Flash Frost + (L6) โ€” +1d4 damage, ice lasts +1 turn or until it takes +15 damage.
  2. Flash Frost ++ (L7) โ€” +1d4 damage, ice lasts +1 turns or until it takes +15 damage.

Death

cols D-E ยท levels 2-7 ยท 11 abilities
LvlCellAbilityCostRules
2D2Turn Undead6 act6 actions. Stuns all Tier 1 undead within 5 spaces for 5 turns. Intimidation vs Will.
Upgrades:
  1. Turn Undead + (L3) โ€” Deals 5d12 arcane damage to all Tier 1 undead. Stuns all Tier 2 undead for 3 turns.
  2. Turn Undead ++ (L4) โ€” Deals 5d12 arcane damage to all Tier 2 undead. Stuns all Tier 3 undead for 1 turn.
  3. Turn Undead +++ (L5) โ€” Deals 5d12 arcane damage to all Tier 3 undead.
3D3Raise Skeleton6 act6 actions. Raises a corpse as a skeleton under your control. You may use this spell as many times as you wish, as long as there is a corpse. If an Undead creature is defeated, it cannot be brought back. All Undead are immune to Psychic damage and effects, but are weak against Holy damage. When summoning, if you rolled 16 or lower on Arcana, the creature will eventually break free from your control. Lasts until defeated. Must roll 12+ Arcana. Skeleton: 12 HP, 10 Fortitude, 14 Reflex, 0 Will, 0 Armor. Weapon: Bone Blade (3 actions, 1 range, 1d6 slashing damage)
3E3Raise Zombie6 act6 actions. Raises a corpse as a zombie under your control. You may use this spell as many times as you wish, as long as there is a corpse. If an Undead creature is defeated, it cannot be brought back. All Undead are immune to Psychic damage and effects, but are weak against Holy damage. When summoning, if you rolled 16 or lower on Arcana, the creature will eventually break free from your control. Lasts until defeated. Must roll 12+ Arcana. Zombie: 20 HP, 14 Fortitude, 4 Reflex, 0 Will, 1 Armor. Unarmed (2 actions, 1 range, 1d4 bludgeoning damage), Bite (5 actions, 1 range, 1d4 piercing damage. On a critical hit, the enemy is infected. Within 24 hours, the enemy will die and be raised as a new zombie)
4D4Blight6 act6 actions. Releases a cloud of death around you. This turn, it extends to everyone within 2 spaces of you, followed by 3 spaces, 4, 5, then it dissipates. Everyone caught within the cloud becomes poisoned, taking 1d4 damage each turn (bypassing armor). Arcana vs Will.
Upgrades:
  1. Blight + (L5) โ€” Poison deals 1d6 damage each turn. You may choose who is affected by the cloud and not.
4E4Command Undead9 act9 actions. You put all undead in a 3-by-3 space area within 10 spaces under your control. Lasts until they are destroyed. Intimidation vs Will.
5D5Finger Of Death4 actRequires Raise Skeleton or Raise Zombie. 4 actions. You touch an adjacent target, casting a curse that deals 1d6 arcane damage (bypassing armor) to them each turn. Lasts until dispelled or until they die. If they die while under this curse, you may raise them as a Skeleton/Zombie. Spirituality vs Will.
Requires: Raise Skeleton or Raise Zombie
Upgrades:
  1. Finger Of Death + (L6) โ€” +2d6 arcane damage each turn.
5E5Disrupt Life6 actRequires Raise Skeleton or Raise Zombie. 6 actions. You cast pure evil in a 1x4 line from you. Anyone in that line takes 1d12 arcane damage (bypassing armor). If this spell kills them, you may instantly revive them as a Skeleton/Zombie. Spirituality vs Will.
Requires: Raise Skeleton or Raise Zombie
Upgrades:
  1. Disrupt Life + (L6) โ€” +2d12 arcane damage.
6D6Hauntโ€”6 turns. Add half your Arcana to your Intimidate to send a target within 7 spaces running in fear. They will not run into danger, but will otherwise run in a random direction away from yourself. Lasts 5 turns. Intimidate vs Will.
6E6Enlighten Undead12 act12 actions. You touch an Undead being and give it sentience. If it was under your command, you still have control over it, but it now has its original personality back - or a new one of your choosing. Spirituality vs Will.
7D7Raise Ghoul6 act6 actions. Raises a corpse as a ghoul under your control. You may use this spell as many times as you wish, as long as there is a corpse. If an Undead creature is defeated, it cannot be brought back. All Undead are immune to Psychic damage and effects, but are weak against Holy damage. When summoning, if you rolled 26 or lower on Arcana, the creature will eventually break free from your control. Must roll 22+ Arcana. Ghoul: 23 HP, 12 Fortitude, 24 Reflex, 0 Will, 0 Armor. Unarmed (2 actions, 1 range, 1d4 bludgeoning damage). Haunt (4 actions, 4 range, Sends a target running in fear for 2 turns), Possess (6 actions, 2 range, Jumps into a target's body to control their actions for 1 turn). Can move through walls.
7E7Raise Mummy6 act6 actions. Raises a corpse as a mummy under your control. You may use this spell as many times as you wish, as long as there is a corpse. If an Undead creature is defeated, it cannot be brought back. All Undead are immune to Psychic damage and effects, but are weak against Holy damage. When summoning, if you rolled 26 or lower on Arcana, the creature will eventually break free from your control. Must roll 22+ Arcana. Mummy: 30 HP, 26 Fortitude, 4 Reflex, 0 Will, 4 Armor. Unarmed (2 actions, 1 range, 1d4 bludgeoning damage). Curse of Nightmares (6 actions, 2 range, target loses ability to sleep due to fear), Curse of Vulnerability (6 actions, 5 range, target loses 1 Armor, Reflex, and Will each turn), Curse of Sleep (6 actions, 2 range, target goes to sleep for 6 turns), Curse of Shame (6 actions, 4 range, all targets lose 5 accuracy on all their attacks for 3 turns). Weak against fire.

Lairgenerated name

cols F-F ยท levels 17-17 ยท 1 abilities
LvlCellAbilityCostRules
17F17Lair600 actRequires 4 abilities from each Lich tree. 600 actions. You pick a spot in the mortal plane to be your lair. This spot can be up to a 60x60 space area. Enemies who enter this area suffer -1 action and transfer 1d6 Health to you each turn until they leave or die. Once your spot has been chosen, it cannot be moved or destroyed until you have been killed. Intimidation vs Will.
Requires: 4 abilities from each tree

Royalty

cols G-H ยท levels 2-6 ยท 10 abilities
LvlCellAbilityCostRules
2G2Weapon Enchant: Frost600 act600 actions. Permanently enchants your weapon. Its attacks deal 1d4 extra frost damage and slow the target down by 1 action for 3 turns. Does not stack. Enchantments.
Upgrades:
  1. Weapon Enchant: Frost + (L3) โ€” +1d4 extra damage, slows target by 2 actions for 3 turns.
  2. Weapon Enchant: Frost ++ (L4) โ€” +1d4 extra damage, slows target by 3 actions for 3 turns.
2H2HardyPassivePassive. To you, all armor has 2 less of a Fortitude requirement.
3G3FrostbiteXX actions. Deal 1W to an adjacent target. On their next turn, they suffer a -4 penalty to all attacks. Weapon vs Fortitude.
3H3CullXX actions. You summon a frost chain that grabs a target within 15 spaces. The chain pulls them instantly next to you, allowing you to make a Basic Attack. Arcana vs Reflex.
Upgrades:
  1. Cull + (L4) โ€” You may use this ability 3x per battle.
  2. Cull ++ (L5) โ€” You may use any of your 3 uses of this ability at the same time, for the same action cost.
4G4Possession6 act6 actions. Your soul jumps into the body of your target. During this time, your own body has 0 Reflex and you can make no actions with it. You have total control over the body you possess, and can do anything the body is capable of itself. This lasts for 3 turns or until called off or killed. Insight vs Will.
4H4Frost Armor4 act4 actions. You enchant your armor with Frost. With frost armor, you take half fire damage, are immune to ignition, and slow down melee attackers by -2 actions on their next turn. Lasts 10 turns. Arcana vs Will.
5G5Favored EnemyPassivePassive. Choose a Race to be a Favored Enemy. You gain +2 to all Defenses, Attacks, and Damage when battling this enemy. Aberrations/Demons. Beasts. Constructs. Dragons/Sahuagin. Dwarves/Halflings. Elves/Drow. Giants/Trolls. Goblins/Kobolds. Humans. Orcs/Ogres. Undead.
5H5RevengePassivePassive. Whenever someone successfully attacks you, you gain Revenge against them. Revenge lasts 5 turns. If you deal the killing blow with Revenge against a target, you gain +2 actions for the rest of the battle. This effect stacks with each victim of Revenge. Intimidate.
6G6LevitationPassivePassive. You permanently have the ability to fly at 1 space per action. You may only use 3 actions per turn on flight. Arcana.
6H6Astral Projection18 act18 actions. You send your soul (which takes the form of a ghost) outside your body. While your body can make no actions and is reduced to 0 Reflex, your soul travels at 3 spaces per action and can turn invisible, float through walls, and communicate with others. Lasts for as long as you concentrate. Must roll 18+ Spirituality.

Phylactery

cols J-K ยท levels 2-5 ยท 7 abilities
LvlCellAbilityCostRules
2J2Soul Drain6 act6 actions. You drain the soul of a target within 7 spaces, dealing 1d8 damage (bypassing armor) to them and healing yourself for half the amount each turn. This lasts for as long as you keep casting and maintain line of sight with your victim. If the target dies while you are casting this, you collect their soul within your Phylactery. Your Phylactery can hold up to 5 souls. Arcana vs Will.
Upgrades:
  1. Soul Drain + (L3) โ€” You drain the soul of a target within 13 spaces. Your Phylactery can hold up to 10 souls.
  2. Soul Drain ++ (L4) โ€” You drain the soul of a target within 19 spaces. Your Phylactery can hold up to 15 souls.
3J3Shell Cast3 act3 actions. Requires soul. You spend a soul to gain +7 to all Defenses. This can be used as a Reaction, and will cost 3 actions on your next turn. Lasts for 5 turns.
3K3Blood Cast4 act4 actions. Requires soul. You spend a soul to enchant your weapon so that its next successful attack causes your target to Bleed. This deals 1d4 damage (bypassing armor) to them. Each subsequent turn, the die of damage increases (1d6, 1d8, etc). Bleeding lasts for 10 turns or until they are treated with a Medikit with a score of 8. Weapon vs Fortitude.
Upgrades:
  1. Blood Cast + (L4) โ€” Medikit score 14 required.
  2. Blood Cast ++ (L5) โ€” Medikit score 20 required.
4J4Bone Cast6 act6 actions. Requires soul. You spend a soul to heal 1d4 HP for each of your Levels. Arcana vs Will.
4K4Spirit Cast4 act4 actions. Requires soul. You spend a soul to enchant your weapon so that its next successful attack prevents your target from using an ability of your choice. Lasts until the end of battle. Weapon vs Will.
5J5Unholy Range60 act60 actions. Requires soul. You spend a soul to permanently enchant your Phylactery to maintain its connection to you with extended range. It will not crumble to dust unless it reaches beyond your continent's reach. Enchantments.
Upgrades:
  1. Unholy Range + (L6) โ€” Requires +1 soul. Your Phylactery will not crumble to dust unless it reaches beyond your planet's atmosphere.
  2. Unholy Range ++ (L7) โ€” Requires +1 soul. Your Phylactery will not crumble to dust unless it leaves your dimension.
5K5Unholy Durability60 act60 actions. Requires soul. You spend a soul to permanently enchant your Phylactery so that it gains +10 Fortitude against attempts to destroy it. This is added to the item's physical durability. Enchantments.
Upgrades:
  1. Unholy Durability + (L6) โ€” Requires +1 soul. +10 Fortitude.
  2. Unholy Durability ++ (L7) โ€” Requires +1 soul. +10 Fortitude.