Lich

Hit Points

 * Hit Dice: 1d8 per level
 * Hit Points at 1st Level: 8 + your Constitution modifier
 * Hit Points at Higher Levels: 1d8 + your Constitution modifier

Proficiency

 * Armor: Light
 * Weapons: melee
 * Tools: None
 * Saving Throws: Intelligence, Charisma
 * Skills: You choose three from arcana, religion, history, intimidation, persuasion, and deception.

Equipment

 * (a) short sword or (b) any melee weapon
 * (a) short bow with 20 arrows or (b) light crossbow with 10 bolts
 * leather armor
 * common clothes

Reanimate
At 1st level, if any friendly creature who is at least 20 feet from you reaches 0 hit points, you may give yourself a disadvantage on your next Intelligence saving throw to bring them back to half their hit points and make them Undead for 1 minute.. You may do this once until a long rest is needed.

Skeletonize
At 1st level, you may have a target creature in a 30 foot radius make a Constitution saving throw. If failed, they become Undead in addition to their other creature types for 1 minute. You may do this three times until a long rest is needed.

Spell Casting Ability
At 1st level, you choose cantrips and spells from the Warlock spell list.

Your spell casting ability is Intelligence.

Your spell save DC is equal to 8 + your Intelligence modifier + your proficiency bonus

Control Undead
At 3rd level, you may have all Undead creatures in a 30 foot radius make a Wisdom saving throw. If failed, they become Charmed and cannot attack you for 1 minute. You may do this three times until a long rest is needed.

Lich Archetype
At 3rd level, you choose one of the following archetypes:
 * Lord of Undying
 * Lord of The Undead
 * Lord of Reanimation

Ability Score Improvement
At 4th, and again at 8th, 12th, 16th, and 18th, you either increase an ability score by two or two ability scores by one. As normal, you cannot increase an ability score more than 20.

Slay Undead
At 6th level, whenever you make someone Undead, they must make a Wisdom saving throw. If failed, they take 1d6 psychic damage.

Open Wounds
At 9th level, whenever you damage an Undead creature, you may have them make a Wisdom saving throw. If failed, they take 1d4 psychic damage + your proficiency bonus. You may do this three times until a long rest is needed.

Slippery Mind
At 13th level, you have an advantage on Wisdom and Intelligence saving throws.

Power of The Grave
At 17th level, whenever an Undead creature should die and is at least 20 feet from you, you may bring their corpse back to fight for 1 hour. They have a walk speed of 20, cannot swim or climb, and have their own initiative bonus, but cannot do anything unless you command them to.

Lord of The Crescent
At 20th level, whenever you make someone an Undead creature, they must make a Wisdom saving throw. If failed, they are forced to attack creatures that are hostile towards you and cannot attack you or creatures who are friendly to you for 1 minute. In addition, you may have an Undead creature make a Constitution saving throw. If failed, they are forced to be prone until their next turn and you may do this three times until a long rest is needed.

Rebirth
At 3rd level, whenever you should go down to 0 hit points, you may bring yourself back up to 1 hit point and have a disadvantage on your next Intelligence saving throw as a reaction. You may do this once until a long rest is needed.

Rising Grave
At 7th level, whenever an Undead creature reaches 0 hit points, you may do one of the following: You may do this once until a long rest is needed.
 * Raise them to 1 hit point and give them a disadvantage on their next Wisdom saving throw.
 * Give them one failure on their death saves.

Undeath
At 11th level, whenever you use Rebirth, you may have all creatures in a 60 foot radius make a Constitution saving throw. If failed, they take 2d6 psychic damage and become Undead in addition to their other creature types.

Undying Punishment
At 15th level, whenever you use Rising Grave, you may have all Undead creatures in a 60 foot radius of that creature targeted by Rising Grave make a Constitution saving throw. If failed, they become Undead in addition to their other creature types, become prone until their next turn, and take 2d6 psychic damage.

Improved Skeletonize
At 3rd level, replace Skeletonize with this feature. You may make a 20 foot cone attack that has all creatures make a Constitution saving throw. If failed, they take 1d4 psychic damage and become Undead in addition to their other creature types for 1 minute. You may use this three times until a long rest is needed.

Improved Control Dead
At 7th level, replace Control Dead with this feature. You may have all Undead creatures in a 30 foot radius make a Wisdom saving throw. If failed, you can have them do one of the following: You may do this three times until a long rest is needed.
 * Become Charmed and cannot attack you or creatures who are friendly to you for 1 minute.
 * Are forced to attack creatures who are hostile towards you for 1 minute.
 * Become magically prone until their next turn.

Gravemind
At 11th level, whenever you use Improved Control Dead, you always know the location of an Undead creature who failed a Wisdom saving throw against Improved Control Dead for 1 minute. In addition, if that creature attempts a stealth roll or turn invisible by any means, they take 2d6 psychic damage until 1 minute has passed.

Undead Legion
At 15th level, any Undead creatures who fail a saving throw against you cannot attack you or creatures who are friendly to you for 1 hour.

Raise Corpse
At 3rd level, you may raise the Corpses of dead enemies, who have been dead for more than 1 minute and have a CR rating less than 1, equal to your proficiency level. They are Undead in addition to their other creature types, can make a melee attack that deals 1d4 bludgeoning damage, have a walk speed of 20 feet, cannot swim or climb, have an AC of 14, and have their own initiative bonus equal to the creature's halved (rounded down), but cannot do anything unless you command it to. Their hit points are equal to the creature's halved (rounded down) and they gain a vulnerability to holy damage.

Gravemen's Guard
At 7th level, any Corpse that you raised is forced to attack a hostile creature at least once that has dealt damage to you less than 1 minute ago.

Battle-Harden
At 11th level, you may have all Corpses gain an advantage on their next attack roll and have a walk speed of 30 feet for 1 minute. If the next attack roll is against a hostile creature who has dealt damage to you less than 1 minute ago. You may do this once until a long rest is needed.

Back To The Grave
At 15th level, you may sacrifice all Corpses to have them explode in a 20 foot explosion and have all creatures inside that radius make a Dexterity saving throw. If failed, they take 3d6 force damage and 1d6 necrotic damage. If succeeded, they only take half.