Grim Hollow Playtest:
Transformations
This document contains playtest material for the        What’s Included
new Grim Hollow Transformation rules for 5th            This playtest pack explains transformations and how
Edition. The rules herein are not finalised and are     to use them in your campaign. Additionally, the
subject to change. Ghostfire’s design team will         following transformations are detailed:
conduct a development review, taking into account
playtest feedback before proceeding with a formal       • Aberrant Horror
editing pass to create the final form of these rules.     Nightmarish shapeshifters freed from mortal
                                                          bounds to become living nightmares.
Ruleset                                                 • Lich
The material contained within this playtest includes      Undying rulers enthroned by forbidden magic,
material taken from the System Reference Document         forging immortality at a terrible cost.
5.1 (“SRD 5.1”) by Wizards of the Coast LLC and
available at                                            • Seraph
https://dnd.wizards.com/resources/systems-                Divinely chosen paragons embodying virtue and
reference-document.                                       righteousness through celestial power.
The SRD 5.1 is licensed under the Creative Commons
Attribution 4.0 International License available at
https://creativecommons.org/licenses/by/4.0/legal
code.
Providing Feedback
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The deadline for providing playtest feedback for this
playtest packet is:
11:59 pm AEDT, February 4th, 2025.
Transformations
                                                         Transformation causes obvious supernaturally infused
                                                         physical change is unlikely to escape the notice of a
                                                         villager. Roleplaying those reactions every time can bog
Etharis teems with monsters of countless varieties.      down a campaign; to ignore those reactions can make
Some are born monstrous; others are created to be        the point of the Transformation moot.
dangerous, malign, and cruel. Others still became           Before using Transformations in your campaign,
monsters through accident or by choice. They             discuss these issues so they do not harm the
became transformed.                                      enjoyment of all the players and GM. While
  What these transformed folks do with their             Transformations make for great narrative and
newfound abilities—and how they deal with the            mechanical opportunities, at no point do they provide
monstrous urges that come with those abilities—          an acceptable excuse to hurt the enjoyment of other
might be the only delineation between whether they
                                                         players at the table.
are seen as heroes or monsters.
Why Transformations?                                     Beginning a Transformation
The following rules provide players and GMs with         Individuals rarely choose to transform into
the tools to see the characters slowly become grim       monstrous beings. Most often, they have an affliction
monsters. From dread-inducing werewolves to all-         forced upon them. Foul curses, horrific experiments,
powerful liches, from bloodthirsty vampires to           and the diabolical machinations of fiends, vampires,
plane-touched seraphs, the following                     and other dark agents are all examples of how a
Transformations are available to characters.             character might start a Transformation.
  The stories that permeate fantasy—and especially          There are times, however, when a character may
those stories of dark fantasy, horror, and the           wish to begin a Transformation of their own volition.
gothic—tend to come tinged with themes of                Perhaps they have succumbed to the lure of power,
transformation. Tales of innocent victims turning        or they see it as the only way to achieve a greater
into the same monsters that attack them in the dark      goal. Regardless, the first step in any Transformation
forest are as old as time itself. Magic wielders         should involve a discussion between the player, the
dabbling in forbidden arcana, paying with their very     GM, and the rest of the players involved in the
souls for the hubris, permeate most cultures.            campaign. Intentions should be clearly stated, as
  Making these transformations—whether forced            certain Transformations may not be suitable for the
onto a creature or self-inflicted—viable within an       campaign’s setting or story.
RPG is a challenge. Sometimes the tropes are worked         The next step in a Transformation is to ensure you
into a class itself, as we see with the blood-tainted    meet the transformation’s prerequisites. These
sorcerer or the pact-making warlock.                     requirements, either narrative or game-mechanical,
  These classes, however, often focus on only the        must be met for a character to start a
positives. They show what these people have gained       Transformation. It is strongly recommended that
from their actions or backgrounds, but rarely do they    these narrative prerequisites be attained through
capture the struggles that come with getting bitten      game play rather than through a backstory or other
by a lycanthrope, turned into a creature of the night    “offscreen” actions. However, a discussion for
by a vampire, or cursed with ghoul-hood by using         alternative avenues of meeting prerequisites can
the dangerous shadowsteel.                               certainly take place.
                                                            Each of the Transformations that follows contains
                                                         a section specifically focused on how a character
Transformation Buy-In                                    might gain that Transformation, as well as how the
Transformations can add a layer of storytelling and      first stages of the Transformation begin.
tension to a campaign. The tension of slowly turning
into a monster is wonderful grist for the roleplaying
mill, and being able to do things that a normal          Transformation Stages
character cannot do is fun!
   But there are risks as well. The power that comes     Each Transformation has four stages. A new stage of
with a Transformation, as well as the drawbacks they     a Transformation is reached when a certain
represent, can give transformed characters a perceived   milestone or trigger occurs. A list of potential
                                                         general milestones or triggers is shown below.
(or real) advantage over other characters. Likewise, a
                                                         Additionally, each individual Transformation
drawback can be the end of a character, or the entire
                                                         contains more specific triggers or milestones that
party, at the most inopportune time.
                                                         can be used to dictate when a Transformation
   In addition to the issues of power, the roleplaying   reaches a new stage.
and narrative consequences of transformed characters
can be far reaching and devastating. A character whose
Universal Milestones or Triggers
The following milestones or triggers might cause the
beginning of a Transformation, or they may cause a
Transformation to move to a new stage.
• Undertaking an exceptionally evil (or good) act
• Completing an ancient ritual
• Obtaining a powerful artifact
• Being cursed by a dark agent
• Being exalted by a patron or god
• Making a pact with a powerful fey creature
• Stumbling upon an area infused with great power
Class Levels and Transformation
Stages
While Transformations are milestone- or trigger-
based achievements, and Transformation stage
comes with a Flaw, Transformations still represent a
significant increase in power. For this reason, it is
recommended that players and GMs use the
Character Level/Transformation Stage table as a
guide for when players should be able to increase to
the next stage of a Transformation.
Character Level/Transformation Stage
 Character Level   Transformation Stage
 1-4               1
 5 - 10            2
 11 - 16           3
 17 - 20           4
Transformation Boons and
Flaws
When the prerequisites for a Transformation are
met and the Transformation begins, the character
undergoing the Transformation is considered to be
at Stage 1 of the Transformation.
  At this point, the player should follow the
instructions for selecting the Boons and Flaws for
Stage 1. For some Transformations, the character
may have to choose among various options.
Similarly, some Transformations may require a
character to select more than one Boon or Flaw at a
given stage of Transformation.
Aberrant Horror
A cloaked figure flees through the dimly lit city
streets. The guards appear to have the upper hand,
                                                        Aberrant Horror Stages
until she turns to greet them—a hulking mass of         At each stage of this Transformation, follow the
spines, claws, and gnashing maws.                       instructions provided for that stage.
  Lightning cracks. A mad doctor bellows in triumph
as a fresh corpse rises. With three fleshy tentacles
sprouting from her back, the doctor’s newest            Achieving a New Stage
creation is complete. Thunder booms as the woman        To move from one stage to the next higher one in
approaches the doctor menacingly, tendrils              this Transformation, an event or some other notable
extended. Not all successful experiments end well.      occurrence tied to the story of the character should
  Aberrant horrors are the result of a humanoid         take place. The following events are suggestions for
becoming an aberration. Able to break free from the     ones that might trigger a move to the next stage of
physical restrictions imposed upon them by the          the Transformation:
natural laws of the world, they shift the components    • Become exposed to magic of an unearthly or
of their form at a whim. This makes aberrant horrors       transformational nature
terrifying to behold, especially in battle. Many        • Rest in the vicinity of a cursed item or site
adversaries have been caught off-guard when a           • Offer prayers to an Aether Kindred and fulfil the
seemingly defenseless opponent suddenly grew               quest they show you in your dreams
rows of gruesome spines.                                • Drinking the blood or other fluids of an Aberration
                                                           that is still alive
Becoming an Aberrant                                    Aberrant Horror Stage 1
Horror                                                  When you initially undergo the Aberrant Horror
                                                        Transformation, you gain both Stage 1 Boons, and
Each aberrant horror is defined by one key question:    also gain the Stage 1 Flaw.
what happened to them? Some individuals make
pacts with ancient entities for powers that have
unforeseen effects. Others awaken after defeating an
                                                        Stage 1 Boon: Aberrant Form
                                                        Aberrant Horror Stage 1 Boon
unnatural monster, surprised that they survived,
only to feel something writhing in their stomach.       Your creature Type becomes Aberration in addition
Many tropes of body horror can be used as               to any other creature type(s) you have.
inspiration for an aberrant horror.                       Also, the first time you become Bloodied after a
  Once your origin has been determined, you can         Short or Long Rest, you gain a number of Temporary
consider what your character’s motivations are          Hit Points equal to your Proficiency Bonus Plus your
regarding their Transformation. As their power          Current Transformation Stage.
grows and manifests, they may feel they have lost
what makes them fundamentally themselves.
                                                        Stage 1 Boon: Aberrant Mutation
Perhaps they decide to take revenge on the entity
                                                        Aberrant Horror Stage 1 Boon
responsible for their transformation, or perhaps they
perceive their transformation as a gift.                Your body can twist and reshape itself as you will it,
                                                        changing body parts into dangerous weapons or
                                                        useful tools, and regenerating after damage. These
Reversing Aberrant Horror Traits                        abilities are represented by Aberrant Mutations. You
Once the character reaches Stage 1 of the Aberrant      can manifest an Aberrant Mutation a number of
Horror Transformation, the Boons and Flaws they’ve      times equal to your Proficiency Bonus Plus your
received cannot be removed by normal or even            Current Transformation Stage.
typical magical means. Some magic might slow or           Each of these Aberrant Mutations last for 1 minute,
halt the mutations that the character endures, but      and you can end them early by spending a Bonus
magic on the level of the Wish spell is needed to       Action to remove them or take on a different
completely remove the Transformation and its            Mutation. The latter costs another use of this ability.
Boons and Flaws.                                          You regain all uses of the ability at the end of a
                                                        Short or Long Rest.
                                                        Chitinous Shell. As a Bonus Action, you can grow a
                                                        hard, crustacean-like shell. When you use this
                                                        adaptation and are not wearing heavy armor, your
Armor Class increases by 2. While you maintain this     Piercing. You can launch a razor-sharp barb from
shell, your Speed is reduced by 10 feet. This           your arm. These barbs are not weapons, but they
adaptation lasts for 1 minute. You may use a Bonus      have the Finesse and Thrown properties. On a hit,
Action to end this Aberrant Mutation early.             the target takes 2d6 + Strength or Dexterity modifier
                                                        Piercing damage.
Eldritch Limbs. As a Bonus Action, you can
transform one or both of your arms into a weapon of     Bludgeoning. You can manifest a long tentacle,
thick muscle, sharp claws, or sharpened bone. When      tipped with a hardened bone club. Your attack with
you make an attack, you can use this Aberrant           your eldritch limb deals an additional 1d8
Mutation. If you do, you gain the following features:   Bludgeoning damage. Also, the attack uses the Slow
                                                        Weapon Property, which you have Mastery with.
• You can use an Attack action to make a melee          However, this attack is not considered a weapon.
  attack with your eldritch limb. When you manifest
  your eldritch limbs, decide if the attack does        Slashing. Your arm forms a row of viciously hooked
  Bludgeoning, Piercing, or Slashing damage. That       claws and talons. Your attack with your eldritch limb
  damage remains constant during this use of your       deals an additional 1d8 Slashing damage. Also, the
  ability. You are Proficient with this attack, which   attack uses the Graze Weapon Property, which you
  uses Strength or Dexterity for attack and damage.     have Mastery with. However, this attack is not
• The attack does 1d8 damage of the type you chose.     considered a weapon.
• You cannot hold weapons, shields, or other items
  in your eldritch limbs.                               Stage 2 Boon: Writhing Tendrils
• As a Bonus Action, you can make an attack with        Aberrant Horror Stage 2 Boon
  your eldritch limb.
                                                        You gain the ability to grow long, tendril-like
This mutation lasts for 1 minute. You may also use a    appendages out of your body. As a Bonus Action,
Bonus Action to end this Aberrant Mutation early.       these tendril sprout from you. While you maintain
                                                        these tendrils, you gain the following benefits:
Slimy Form. As a Bonus Action, you can cover            • When a creature moves to within 5 feet of you, you
yourself in a slippery slime. You make Escape checks      can try to push it back as a Reaction. The creature
with Advantage, and you can use the Dash action as a      must succeed on a Strength Saving Throw or be
Bonus Action. You also gain Resistance to Acid, Fire,     pushed back and its Speed is reduced to 0 until the
and Cold damage while in this form.                       end of its turn. The DC of the Saving Throw is 10 +
                                                          your Strength modifier + your Transformation
                                                          Stage.
Stage 1 Flaw: Unstable Form
                                                        • Your tendrils can protect you if you move. You can
Aberrant Horror Stage 1 Flaw
                                                          use a Bonus Action to Disengage.
Your body becomes malleable and struggles to            • As a Reaction to being targeted with a melee
maintain any one physical shape. Upon completing a        attack, you can impose Disadvantage to all melee
Long Rest after an adventuring day in which you           attacks made by that creature on that turn.
took Hit Point Damage, you must roll 1d100 on the
Unstable Form Table and apply the effects of the        The tendrils last for 1 minute. You can use a Bonus
result, determined by your Transformation Stage.        Action to retract your tendrils.
These effects last until you complete another Long        You can use this ability a number of times equal to
Rest.                                                   your Proficiency Bonus, and you regain all uses at
                                                        the end of a Short or Long Rest.
Aberrant Horror Stage 2
When you reach Stage 2 of the Aberrant Horror           Stage 2 Flaw: Hideous Appearance
Transformation, you select one appropriate Stage 2      Aberrant Horror Stage 2 Flaw
Boon, and also gain the Stage 2 Flaw.                   Your appearance has grotesquely transformed. You
                                                        may have turned into a hulking mass of flesh,
Stage 2 Boon: Efficient Killer                          adorned with countless eyes, or a bone-and-tusk-
Aberrant Horror Stage 2 Boon                            covered behemoth. Regardless of your true form,
                                                        you’re horrific to behold.
When you make an attack with your eldritch limbs,          You can suspend this form and manifest the
you can gain an added ability based on the damage       appearance of the humanoid you once were, but this
type you have chosen. Those added abilities are         is taxing and requires concentration. This form is not
listed below:                                           permanent, and moments of stress are likely to
reveal your true nature. Your true form may be          tendrils to perform one of the other Writhing Tendril
revealed in the following situations:                   abilities.
• Becoming Bloodied
• Concentrating on a spell                              Stage 3 Flaw: Unstable Existence
• Gaining the Unconscious condition                     Aberrant Horror Stage 3 Flaw
• Entering hallowed ground
• Choosing to reveal yourself                           Magic causes your physical form to unravel.
                                                        Whenever you roll a natural 1 or 2 on a Saving
In these events, or times of other extreme emotional    Throw against a spell or magical ability, you reveal
or physical stress, a GM can call for a Constitution    your Hideous Appearance and must roll again on the
Saving Throw with a DC based on your current            Unstable Form table. If the result is less than your
Transformation Stage:                                   current Unstable Form effect, replace it with the new
                                                        result.
 Stage             Constitution Save DC
 1                 10                                   Aberrant Horror Stage 4
 2                 13                                   When you reach Stage 4 of the Aberrant Horror
 3                 16                                   Transformation, you select one appropriate Stage 4
 4                 20                                   Boon, and also gain the Stage 4 Flaw.
Non-evil creatures that witness your true form
                                                        Stage 4 Boon: Eldritch Aberration
become instantly Hostile to you, unless the GM
                                                        Aberrant Horror Stage 4 Boon
decides otherwise.
                                                        Prerequisite: Has Spell Slots
                                                        You gain the ability to deliver jolts of magical energy
Aberrant Horror Stage 3                                 with your Eldritch Limbs. Once per turn, when you
When you reach Stage 3 of the Aberrant Horror
                                                        hit a creature with an attack using your Eldritch
Transformation, you select one appropriate Stage 3
                                                        Limbs, you can expend a spell slot to do 1d6 per spell
Boon, and also gain the Stage 3 Flaw.
                                                        slot of additional damage. You can choose for this
                                                        additional damage to be of any of the following
Stage 3 Boon: Terrifying Visage                         types: Acid, Cold, Fire, Force, Lightning, or Thunder.
Aberrant Horror Stage 3 Boon                            If any of these extra dice show a 6 when rolled, the
                                                        creature also gains the Prone condition.
Your mutations and unearthly appearance can
unsettle even the bravest creatures. When you
invoke your Aberrant Mutations or Writhing              Stage 4 Boon: Poison Tendrils
Tendrils, you choose one creature within 30 feet that   Aberrant Horror Stage 4 Boon
can see you. That creature must succeed on a            Prerequisite: Writhing Tendrils
Wisdom Saving Throw or gain the Frightened
                                                        You have Resistance to Poison damage and are
condition for 1 minute. The DC for the Saving Throw
                                                        Immune to the Poisoned Condition.
is 10 + your Charisma modifier + your
                                                          While your Writhing Tendrils are active, any
Transformation Stage. A creature that makes its
                                                        creature you choose that starts its turn within 5 feet
Saving Throw is immune to this ability for 24 hours.
                                                        of you takes 3d6 Poison damage unless succeed on a
                                                        Constitution saving throw. The DC for this saving
Stage 3 Boon: Constricting Tendrils                     throw is 14 + your Constitution modifier.
Aberrant Horror Stage 3 Boon
Prerequisite: Writhing Tendrils
                                                        Stage 4 Flaw: Entropic Abomination
You gain an additional option for your Writing          Aberrant Horror Stage 4 Flaw
Tendrils ability.
                                                        The very essence of magic and the effect of stress
  As a Bonus Action, you can attempt to restrain a
                                                        aggravates the unstable nature of your aberrant
creature within 5 feet of you with your tendrils. The
                                                        body. Whenever you fail a Saving Throw, or the first
creature must succeed on a Strength or Dexterity
                                                        time you become Bloodied after finishing a Long
Saving throw or gain the Restrained condition. The
                                                        Rest, you must roll on the Unstable Form Table. If
DC is 10 + your Constitution modifier + your
                                                        the result is less than your current Unstable Form
Transformation Stage. This is the same DC for the
                                                        effect, replace it with the new result.
creature to escape. The Restrained condition ends if
you are Incapacitated, you move from your current
position, if your tendril retract, or if you use your
Unstable Form Table
Stage 1    Stage 2    Stage 3    Stage 4    Effect
                                 01 - 02    The stress of your Transformation becomes too much.
                                            You die. You can be brought back to life with spells of
                                            level 5 or higher.
                      01         03 - 04    Your form becomes less hardy than normal. Your Hit
                                            Point Maximum is half your normal Maximum.
           01         02 -03     05 - 06    Your body starts to lose cohesion. You have
                                            Disadvantage on all d20 Tests.
01 - 05    02 -03     04 - 06    07 - 24    Your body’s metabolism quickly drains your energy.
                                            You start the day with 2 levels of Exhaustion.
06 - 10    04 - 06    07 - 24    25 - 32    You have trouble processing what is happening around
                                            you. You have the Surprised condition.
11 - 15    07 - 24    25 - 32    33 - 40    Your limbs become weak. Your Speed (in all modes of
                                            movement) decreases by 15 feet and cannot be
                                            increased.
16 - 24    25 - 32    33 - 40    41 - 48    Your body does not react quickly to mental
                                            commands. You cannot take Reactions.
25 - 32    33 - 40    41 - 48    49 - 56    You are distracted by your changing form. You have
                                            Disadvantage on Wisdom (Perception) checks.
33 - 40    41 - 48    49 - 56    57 - 64    Your body becomes unable to fight off attacks. You
                                            have Disadvantage on Constitution saving throws.
41 - 48    49 - 56    57 - 64    65 - 79    You become clumsy. You have Disadvantage on
                                            Dexterity saving throws and Dexterity ability checks.
49 - 56    57 - 64    65 - 79    80 - 87    You lose blood or other vital fluids during your
                                            mutations. You cannot add your Constitution modifier
                                            to any Hit Point Dice spent to regain Hit Points.
57 - 64    65 - 79    80 - 87    88 - 93    Speaking is difficult. You can only utter one word
                                            during a turn. This does not hamper spellcasting.
65 - 79    80 - 87    88 - 93    94 - 100   No effect.
80 - 87    88 - 93    94 - 100              Your lower limbs become more powerful. You Speed
                                            increases by 5 feet.
88 - 93    94 - 100                         Your flesh becomes more hardy. You start the day
                                            with 4 Temporary Hit Points per Transformation Stage.
94 - 100                                    Your body’s systems are enhanced. You have
                                            Advantage on Death Saving Throws.
Lich                                                      Reversing Lich Traits
The screams of souls torn from their bodies echo
                                                          The amount of raw magical energy that goes into
over the crackling of forbidden magic. A skeletal
                                                          becoming a lich means that undoing it is impossible.
form rapidly stitches flesh and muscle to its frame,
                                                          The only stage of being beyond lichdom is
creating a seemingly living man – a man from an age
                                                          annihilation, and even that can only occur if both the
and kingdom long gone. A man who has conquered
                                                          physical form of the lich and its soul vessel are both
death and risen again to enact his insidious will from
                                                          destroyed.
millennia ago. The screams stop and are replaced
with murmurs, as the corpses of the fallen arise as
undead.
   A lich is to their domain what a king is to their
                                                          Lich Stages
kingdom: undisputed, absolute power. Resting upon         At each stage of this Transformation, follow the
a throne of raw, world-rending potential, a lich          instructions provided for that stage.
comes as close to a god as any mortal could imagine.
However, this awe-inspiring power comes at a dear
price. Some liches favor arcane or diving magic,          Achieving a New Stage
becoming peerless arcanists or hierophant. Some are       To move from one stage to the next higher one in
warriors called memori liches who steal the life          this Transformation, an event or some other notable
forces of their vanquished foes to make themselves        occurrence tied to the story of the character should
nigh immortal.                                            take place. The following events are suggestions for
   Immune to the effects of age but not time, a lich is   ones that might trigger a move to the next stage of
destined to exist without living for eternity. While      the Transformation:
this drives some liches mad and others to the             • Discover ancient and dark arcane knowledge
extremes of pure evil, it makes them more acute in        • Consume the soul of an exceptionally powerful
some areas and weakened in others. Time itself               spellcaster
takes their faculties from them until they are a          • Build a monument to your power to serve as a
mockery of their past selves.                                giant arcane focus
                                                          • Create or lead an army of undead
                                                          • Meditate in the glow of a powerful arcane item or
Becoming a Lich                                              location
                                                          • Kill an Arch-Daemon or Arch-Seraph and absorb
There are many ways to become a lich, each
                                                             their power
determining the type of lich the mortal becomes. The
Ritual of Dread is one of the main methods for
arcanists of Etharis. The process of this ritual is a     Lich Stage 1
well-guarded secret, entrusted to only a handful of       When you initially undergo the Lich Transformation,
mortals at any one time. The process of the ritual        you gain Undead Form Boon and one other Stage 1
involves several despicable acts including murder,        Boon, and also gain the Stage 1 Flaw.
the brewing of a vile concoction, and even one’s own
death.
                                                          Stage 1 Boon: Undead Form
  For memori liches, warriors of great renown who
                                                          Lich Stage 1 Boon
hope to break the cycle of death, the process is less
involved but no less gruesome. The skull of a             You become an Undead in addition to any other
powerful vanquished foe serves at the focus of            Creature Type(s). If you are in an area under the
power, tipping off new opponents they are in for a        effect of a Turn Undead ability, you cannot be
hellish battle.                                           excluded from the effects.
  For hierophants, the call of the divine is equally        You also stop aging. You are immune to any effect
strong to the call of mortality. Those who want to        that would age you, and you cannot die from old age.
spend an eternity with power over both life and           You do not require air, food, drink or sleep.
death in the name of a powerful divine source.
  Regardless of the form of lichdom, the process of       Stage 1 Boon: Lich Magica
tearing one’s soul from the body is most despised,
                                                          Lich Stage 1 Boon
for this process involves the sacrifice of something
truly dear to a mortal, and no substitute will be         You can trade the soul in your soul vessel for
accepted. For some, it is the death of a cherished        increased magical power.
loved one. For others it is a family legacy. Regardless     On your turn, as a Bonus Action, you can spend the
of the sacrifice, unless the dread spirits deem it        charge in your soul vessel for one of the following
worthy, lichdom will not be granted.                      effects.
• Regain a spell slot equal to or lower than your          vessel, you have Disadvantage on the first D20 Test
  current Lich Stage.                                      you make after completing a Short or Long Rest.
• The next saving throw made against one of your             If you are killed while you control a charged soul
  spells is made with Disadvantage.                        vessel on the same plane of existence, your soul
• Add 1d6 Necrotic damage per Lich Stage to the            vessel’s charge is consumed and your body is
  damage done to one creature by the spell.                reconstructed within 5 feet of your soul vessel 1 day
• Heal 1d6 additional Hit Points per Lich Stage to the     later. If you are killed and your soul vessel is not
  Hit points healed by the spell.                          charged, you are reanimated 7 days later instead.
Stage 1 Boon: Memori Lichdom                               Lich Stage 2
Lich Stage 1 Boon                                          When you reach Stage 2 of the Lich Transformation,
                                                           you select one appropriate Stage 2 Boon, and also
While your soul vessel is charged, you gain the
                                                           gain the Stage 2 Flaw.
following benefits to your weapon attacks:
• They count as magical.
• They have Advantage if taken as a Reaction.              Stage 2 Boon: Acolyte of Undeath
                                                           Lich Stage 2 Boon
Additionally, on your turn, as a Bonus Action, you         When you reduce a Humanoid to 0 hit points and it
can spend the charge in your soul vessel and spend a       dies, you can use a Reaction to immediately
Hit Point Die to add that Die’s result to the damage of    transform it into a Zombie under your control. You
the attack against one target.                             can have three such creatures under your control at
                                                           once. These creatures follow your verbal commands
Stage 1 Flaw: Soul Vessel                                  to the best of their ability.
Lich Stage 1 Flaw
You have successfully torn your soul from your body        Stage 2 Boon: Binding Curse
and trapped it in a suitable object. The object must       Lich Stage 2 Boon
be a trinket or item no larger than 1 square foot in       You can compel a creature with a binding curse. As a
size. This item becomes your soul vessel.                  Bonus Action, target a creature within 30 feet who
  Soul Vessel. A soul vessel is an enchanted vessel        can see you. If the creature fails a Charisma saving
containing a lich’s soul. Additionally, a soul vessel is   throw against a DC of 12 + your Lich Stage, it cannot
a conduit for the lich to feed on captured souls. A        move more than 30 feet away from you for 1 minute.
soul vessel has the following statistics:                  Also during that time, your weapon attacks against
• Armor Class: 18                                          the creature do an additional 7 (2d6) Necrotic
• Hit Points: 10 x your Character Level                    damage.
• Speed: 0                                                   You can use this feature three times, regaining all
• Damage Immunities: Poison, Psychic; Bludgeoning,         uses after completing a Short or Long Rest.
   Piercing, and Slashing from non-magical sources
• Damage Resistances: Cold, Fire, Lightning,
                                                           Stage 2 Boon: Corrupting Magic
   Necrotic, Thunder; Bludgeoning, Piercing, and
                                                           Lich Stage 2 Boon
   Slashing from magical sources
                                                           Whenever you kill any creature with a spell, you may
While a soul is stored in your soul vessel, the soul       apply an additional effect depending on the damage
vessel is considered charged. The soul contained           dealt. This ability cannot be used when you kill a
within the soul vessel must be from a creature             Construct, Undead, or any creature without a soul.
whose Challenge Rating is equal to or higher than            Choose one of the following effects when you use
half your Character Level. The soul vessel can only        this ability:
contain one soul at a time.                                  Life Force. As the soul of your enemy leaves their
  To store a soul within the soul vessel, the lich must    body, you siphon off part of their life force. You
use an action or Reaction within 1 minute of a             regain 1d6 hit points per your Lich Stage.
creature’s death to capture the soul in the vessel.          Poison. Target a creature within 10 feet of the
The dead creature’s body must be within 60 feet of         killed creature. That creature takes 1d6 Poison
the vessel when the capture occurs.                        damage per your Lich Stage.
  If your soul vessel is reduced to 0 hit points, you        Exhaustion. Target a creature within 10 feet of the
must create a new one. Doing so takes a Long Rest.         killed creature. That creature gains one level of
Until you do, you do not gain any of the benefits of       Exhaustion. A creature may only take one level of
having the soul vessel. Also, until you have a soul        Exhaustion from using this power.
Stage 2 Flaw: Hideous Appearance                         Stage 3 Boon: Master of Undeath
Lich Stage 2 Flaw                                        Lich Stage 3 Boon
                                                         Prerequisite: Acolyte of Undeath
Your appearance has grotesquely transformed. Your
flesh withers and contracts around your bones, your      Undead creatures under your control with a Lich
eyes become sunken, and you reek of death.               Boon have Advantage on their Attack Rolls when
Regardless of your true form, you’re horrific to         they are within 5 feet of you.
behold.                                                    Additionally, whenever an undead creature you
   You can suspend this form and manifest the            control with a Lich boon is reduced to 0 hit points,
appearance of the humanoid you once were, but this       you can spend the charge of your soul vessel as a
is taxing and requires concentration. This form is not   Reaction. If you do, that undead creature is at 1 hit
permanent, and moments of stress are likely to           point instead and may immediately move up to its
reveal your true nature. Your true form may be           full speed and make an attack action with Advantage.
revealed in the following situations:                    This feature has no effect if the creature has been
• Becoming Bloodied                                      reduced to 0 hit points by Radiant damage.
• Concentrating on a spell
• Gaining the Unconscious condition                      Stage 3 Boon: Unholy Healing
• Entering hallowed ground                               Lich Stage 3 Boon
• Choosing to reveal yourself
                                                         Your magical connection to your soul vessel restores
In these events, or times of other extreme emotional     your vitality quickly. While your soul vessel is
or physical stress, a GM can call for a Constitution     charged, you can use a Magic action to draw healing
Saving Throw with a DC based on your current             power from it. The soul vessel does not lose its
Transformation Stage:                                    charge. At the start of each of your turns for 1
                                                         minute, you regain 10 hit points.
 Stage              Constitution Save DC                   You can use this feature three times, and you
 1                  10                                   regain all uses of this feature after completing a Long
 2                  13                                   Rest.
 3                  16
 4                  20                                   Stage 3 Flaw: Necromantic Dystrophia
                                                         Lich Stage 3 Flaw
Non-evil creatures that witness your true form
                                                         When your soul vessel is not charged, you gain the
become instantly Hostile to you, unless the GM
                                                         following effects:
decides otherwise.
                                                         • You cannot use the Dash, Dodge, or Disengage
                                                            actions.
Lich Stage 3                                             • You cannot use Reactions.
When you reach Stage 3 of the Lich Transformation,       • You make Constitution Saving Throws with
you select one appropriate Stage 3 Boon, and also           Disadvantage.
gain the Stage 3 Flaw.                                   • You cannot disguise your Hideous Form feature.
Stage 3 Boon: Eldritch Concentration                     Upon charging your soul vessels with an appropriate
Lich Stage 3 Boon                                        soul, you are no longer subject to these effects.
Your supernatural ability with magic manifests in
new ways. When you cast a spell that requires            Lich Stage 4
Concentration, if you are already concentrating on       When you reach Stage 4 of the Lich Transformation,
one such spell, you can spend the charge of your soul    you select one appropriate Stage 4 Boon, and also
Vessel. If you do this, you do not lose Concentration    gain the Stage 4 Flaw.
on the original spell. Instead, you gain one level of
Exhaustion.                                              Stage 4 Boon: Eldritch Omniscience
  If you cast a third Concentration spell during this    Lich Stage 4 Boon
time, or lose Concentration for any other reason, you
lose Concentration on both of the current spells you     You have better mastered the magical arts. The
are concentrating on. Once you use this feature you      number of spells you can learn and can have
cannot use it again until you complete a Short or        prepared increases by 4. Additionally, whenever you
Long rest.                                               finish a Short or Long Rest you gain 1 additional
                                                         spell slot of whichever level you choose.
  If a creature dies as a result of one of your spells,
you can instantly draw that soul into your soul
vessel without using an action or Reaction.
Stage 4 Boon: Lord of Undeath
Lich Stage 4 Boon
Prerequisite: Master of Undeath
When you reduce a Humanoid to 0 hit points and it
dies, you can use a Reaction to immediately
transform it into a Ghoul instead of a Zombie. You
can have three such creatures under your control at
once. These creatures follow your verbal commands
to the best of their ability.
Stage 4 Boon: Soul-Shattering Attack
Lich Stage 4 Boon
When you make a weapon attack, you can spend the
charge in your soul vessel to add the Challenge
Rating of the soul within it to the attack roll and
damage dealt with that attack. If the creature dies
from that attack, you can instantly recharge your
soul vessel with the soul that you just expended.
  You can use this feature a number of times equal
to 4 + your Proficiency Bonus. You regain all uses of
this feature after completing a Long Rest.
Stage 4 Flaw: Weight of the Ages
Lich Stage 4 Flaw
The weight of time is degrading for your form, and
only the magic of your soul vessel holds it together. If
your soul vessel is reduced to 0 hit points, your soul
is lost; you crumble to dust and are killed outright.
Seraph                                                    Achieving a New Stage
                                                          To move from one stage to the next higher one in
Incense burns dimly as muffled coughs echo through        this Transformation, an event or some other notable
the musty room. Loved ones hold each other as a           occurrence tied to the story of the character should
bedridden woman exhales a final breath, her scarred       take place. The following events are suggestions for
face bearing the mortifying lesions of the Weeping        ones that might trigger a move to the next stage of
Pox. Her family sobs, too lost in their sorrow to         the Transformation:
notice how the smoldering embers radiate and shine.
A woman with flowing robes and platinum hair              • Defeat a powerful force of darkness
approaches from the shadows, radiant energy               • Create a hallowed landmark for pilgrims
emanating from her folded, angelic wings. “Hold on
                                                          • Establish a parish of worshipers who uphold your
for but a moment, my child,” she whispers. “Mercy
                                                            virtue
has been granted.”
                                                          • Redeem a soul that was considered beyond
   With a thunderous boom, a Seraph’s hammer
                                                            redemption
collides with a clot of writhing corpses. Scraps of
bone and offal scatter across the dilapidated chapel
floor as voices wail in pain. Gritting her teeth, the     Seraph Stage 1
angelic figure proclaims, “you foul spirits are dead.     When you initially undergo the Seraph
Begone! I condemn your cadavers to dust!” Golden          Transformation, you gain Celestial Form and one
fire erupts from her hammer as she prepares for           other Stage 1 Boon, and also gain the Stage 1 Flaw.
another strike.
   Seraphs are mortals transformed into Celestial
representations of a virtue or ideal. Exalted by a
                                                          Stage 1 Boon: Celestial Form
                                                          Seraph Stage 1 Boon
higher power, Seraphs are selected by divine beings
after long and patient observation, confirming that       You become a Celestial in addition to any other
the mortal displays pure character. Seraphs are           creature type(s) you are. Additionally, you have
selected from noble martyrs, tireless crusaders, or       Resistance to Radiant Damage.
other exemplary individuals prepared to become the
physical manifestation of righteousness.
                                                          Stage 1 Boon: Angelic Wings
                                                          Seraph Stage 1 Boon
Becoming a Seraph                                         As a Bonus Action, you can manifest feathered wings
                                                          for 1 hour. While they are manifested, you have a Fly
To be chosen by an Arch-Seraph is to become a
                                                          Speed equal to your speed when you are not wearing
vessel for the principles they uphold. This is a charge
                                                          heavy armor. Your armor or clothing must be
not to be taken lightly, and those who display
                                                          modified to accommodate your wings, which
righteousness with the intention of becoming a
                                                          doubles the cost of the clothing or armor.
Seraph are usually overlooked for this reason. When
                                                            You can manifest these wings a number of times
becoming a Seraph, consider why your character
                                                          equal to your Transformation Stage, and you regain
was chosen. Do you display hidden merit? Are you
                                                          all uses after completing a Short or Long Rest.
devoted to a cause they will value?
                                                          Stage 1 Boon: Holy Strikes
Relinquishing Divinity                                    Seraph Stage 1 Boon
Characters who reach Stage 1 of the Seraph
Transformation do not typically seek power without        Choose one creature you have just damaged with a
righteous cause. The Transformation boons and             weapon attack, Unarmed Attack, or cantrip. You can
flaws can be removed at any time by relinquishing         add 1d6 Radiant damage to that attack. You can add
divinity, as a warrior retires their sword when the       this damage a number of times equal to your
war is over. Regaining such power may not be so           Proficiency Bonus plus your Transformation Stage.
easy.                                                     You regain all uses of this ability when you finish a
                                                          Short or Long Rest.
                                                            At higher Transformation Stages, you do an
Seraph Stages                                             additional 1d6 of Radiant damage per
                                                          Transformation Stage, for a total of 2d6 at Stage 2,
At each stage of this Transformation, follow the          3d6 at Stage 3, and 4d6 at Stage 4.
instructions provided for that stage.
                                                         Stage             Constitution Save DC
Stage 1 Flaw: Planar Binding                             1                 10
Seraph Stage 1 Flaw                                      2                 13
                                                         3                 16
Your body and soul are bound to the higher planes of     4                 20
good. You have Disadvantage on Death Saving
Throws as the plane attempts to pull your soul into     When this happens, all non-enemy creatures within
its place of final reward.                              30 feet of you who can see you must succeed on a DC
                                                        15 Charisma saving throw or have the Blinded
Seraph Stage 2                                          condition for 1 minute. Additionally, attacks against
When you reach Stage 2 of the Seraph                    you are made with Advantage for 1 minute.
Transformation, you select one appropriate Stage 2
Boon, and also gain the Stage 2 Flaw.                   Seraph Stage 3
                                                        When you reach Stage 3 of the Seraph
Stage 2 Boon: Divine Clemency                           Transformation, you select one appropriate Stage 3
Seraph Stage 2 Boon                                     Boon, and also gain the Stage 3 Flaw.
When an Ally within 30 feet of you that you can see
takes damage, you can use a Reaction to cast Healing    Stage 3 Boon: Cleanse Affliction
Word on that Ally without using a spell slot. You can   Seraph Stage 3 Boon
do this a number of times equal to your                 Prerequisite: Divine Clemency
Transformation Stage. You regain all uses of this       When you use Divine Clemency on a creature, they
ability after completely a Long Rest.                   gain the following benefits as well:
Stage 2 Boon: Sacred Retribution                        • They gain Temporary Hit Points equal to the
Seraph Stage 2 Boon                                       amount of damage healed by the Divine Clemency.
                                                        • They have Advantage on their next D20 Test made
When an Ally you can see within 30 feet takes the
                                                          within the next minute.
Attack action with a weapon or Unarmed Strike, you
                                                        • You end one of the following conditions on it:
can use your Reaction to imbue them with holy zeal.
                                                          Blinded, Deafened, Paralyzed, or Poisoned.
Immediately after the target completes the attacks
made with the Attack action, they can make an
additional attack. On a hit, the target takes an        Stage 3 Boon: Protective Wings
additional 1d8 Radiant damage in additional to the      Seraph Stage 3 Boon
regular damage. You may use this feature a number of    Prerequisite: Angelic Wings
times equal to your Transformation Stage. You regain
all uses of this feature when you finish a Long Rest.   While your Angelic Wings are manifested, you gain
                                                        the following benefits:
Stage 2 Flaw: Blinding Radiance                         • As a Reaction when you or an Ally within 5 feet of
Seraph Stage 2 Flaw                                       you is targeted by a weapon attack, you can
Your transformation into a Seraph brings with it          impose Disadvantage on that attack. If the attack
temporary changes to physical features. Your body         hits the Ally, you can take half the damage that the
radiates a divine glow, and your wings are                Ally would have taken, leaving them to take half
prominent and unsettling appendages. These might          damage as well.
occur under the following circumstances:                • You have advantage on saving throws or ability
• Becoming Bloodied                                       checks to avoid gaining the Grappled condition or
• Concentrating on a spell                                to escape a Grapple.
• Gaining the Unconscious condition                     • Your Fly Speed is increased by 10 feet.
• Encountering Elemental creatures or powers
• Using your Seraph Transformation powers for the       Stage 3 Boon: Bow of Celestial Judgement
  first time after a Short or Long Rest                 Seraph Stage 3 Boon
                                                        You can use a Bonus Action to manifest a powerful
In these events, or times of other extreme emotional
                                                        bow made of divine light. The Bow of Celestial
or physical stress, a GM can call for a Constitution
                                                        Judgement lasts for 1 minute and grants you the
Saving Throw with a DC based on your current
                                                        following abilities while manifested:
Transformation Stage:
• You can use a Magic action to target a creature you       Each Ally can use this ability once, and it cannot be
  can see within 120 feet with your bow. The                used again until the Ally completes a Long Rest.
  creature must succeed on a Dexterity saving
  throw against a DC equal to 8 + your Proficiency        Stage 4 Boon: Aura of Righteous Mercy
  Bonus + your Transformation Stage. On a failed          Seraph Stage 4 Boon
  save, the creature takes 6d6 Radiant damage, or
  10d6 if it is a Fey, Fiend, or Undead. On a             You emit an aura of peaceful resolution while you
  successful, the creature takes half damage.             are conscious. Allies within a 20-foot sphere
• You are Resistant to Necrotic damage.                   centered on you gain the following benefit:
• You gain 5 Temporary Hit Points at the start of
  each of your turns.                                     • When an Ally would be reduced to 0 Hit Points,
                                                            they can use a Reaction to be reduced to 1 Hit
You can use this feature a number of times equal to         Point instead. The Ally and you then gain a level of
your Transformation Stage, and you regain all uses          Exhaustion. Each Ally can use this ability once, and
after completing a Long Rest.                               it cannot be used again until the Ally completes a
                                                            Long Rest.
Stage 3 Flaw: Beacon to Darkness
Seraph Stage 3 Flaw                                       Stage 4 Boon: Bow of Celestial
                                                          Domination
You have become a Seraph of noted virtue and
                                                          Seraph Stage 4 Boon
divinity. This has made you a target for all that is
                                                          Prerequisite: Bow of Celestial Judgement
dark in the world. Whenever you or an Ally within
30 feet commits an act of evil, such as murdering an      While your Bow of Celestial Judgement is
innocent, a small amount of darkness attaches itself      manifested, you gain these additional benefits:
to you and you have the Corrupted condition.
Whether the act constitutes as evil is determined by      • When you use the Magic action to target a creature
the GM.                                                     you can see within 120 feet with your bow, you
   While you have the Corrupted condition,                  can also affect one other creature with 10 feet of
whenever you make an attack roll against an evil            the original target.
creature or a saving throw against a spell or ability     • You are Immune to Necrotic damage instead of
from an evil creature, you have Disadvantage on the         Resistant.
check. Also, if an Allied creature is the one who         • You gain 15 Temporary Hit Points at the start of
caused your Corruption, they cannot be considered           each of your turns instead of 5.
your Ally or you theirs until the Corrupted condition
is removed.
   You can remove the Corrupted condition by              Stage 4 Flaw: Seraph Corruption
completing a Short or Long Rest. During that rest         Seraph Stage 4 Flaw
you must pray for at least 1 hour and donate wealth       The weight of evil in the world weighs on you more
to a local good cause with a gold-piece value of at       and more heavily as the days pass. Sometimes it
least 100 gp times your Transformation Stage.             becomes too much, and your celestial form is
                                                          wracked with pain and doubt.
Seraph Stage 4                                              Whenever you roll a natural 1 for a saving throw,
                                                          you gain the Corrupted condition for 1 minute.
When you reach Stage 4 of the Seraph
Transformation, you select one appropriate Stage 4        During that time, you suffer the following:
Boon, and also gain the Stage 4 Flaw.
                                                          • At the start of each of your turns, you take 1d10
                                                            Psychic damage. That damage cannot be reduced
Stage 4 Boon: Aura of Holy Purge                            in any way.
Seraph Stage 4 Boon                                       • You cannot regain Hit Points or have Temporary
You emit an aura of righteous fervor while you are          Hit Points.
conscious. Allies within a 20-foot sphere centered on     • The first attack roll you make on each of your
you gain the following benefit:                             turns is made with Disadvantage.
                                                          • The first creature who makes a saving throw
• When an Ally within the aura hits an enemy                against one of your spells, powers, or abilities on
  creature with a weapon, they can use a Reaction           each of your turns has Advantage on the save.
  and choose for that hit to be a critical hit instead.
  The Ally and you then gain a level of Exhaustion.