Sorcerous Origin: Imperfect Lich

Whether through being the unwitting or unwilling subject of a madman's experiments, a power hungry master of the arcane arts who slipped while grasping at the promise of immortality, or simply someone at the wrong place at the wrong time, it is not entirely unheard of for the cursed status of lichdom to come out impaired and imperfect. Such an unstable, chaotic origin utterly robs the victim of their past, depositing them back into the world of the living as a being of no memory and little power. Now, like a revenant with no singular purpose guiding them, this outcast being wanders the realm, doing what it can to repair their broken existence, and regain some semblance of what they lost in their catastrophic transition to undeath.

Cursed Existence

At 1st level, you are considered undead. You have resistance to necrotic damage. You have vulnerability to radiant damage. You have advantage on any save against a Turn Undead ability. Additionally, you have no need for food, water, or sleep, and do not accrue points of exhaustion. You must still spend short or long rests as normal to recover hit points, sorcery points, spell slots, and recover or spend hit dice.

Phylactery. Your soul is tied to a phylactery based upon the circumstances of your creation. Should you fall to 0 hit points and fail all death saving throws, your current body is turned to dust, and will re-form 4d10 days next to said phylactery. A spell that brings people back from the dead may be used to instantly re-form your body.

If your phylactery is destroyed, there is no hope for rejuvenation.

Stupefying Touch

Starting at 2nd level, as a bonus action, you may spend 2 sorcery points to cast Stupefying Touch:

Spell type: Evocation Cantrip

Evocation Cantrip Casting Time: 1 bonus action

1 bonus action Range: melee

melee Components: S

S Duration: instantaneous

You reach out and extend your undead aura to stop a creature dead in its tracks. Make a melee spell attack against the creature. On a hit, the target takes 1d4 force damage and must succeed on a constitution saving throw or be stunned for 1 round. The target can repeat the save attempt at the beginning of its round, ending the effect on a success. The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Unnatural Vigor

Starting at 6th level, your undead body begins more easily adapting to the magic essences coursing through it. As a bonus action, you may spend X sorcery points to regain Xd6 hit points. Additionally, when you are not wearing armor, your armor class is equal to 13 plus your dexterity modifier.

Arcane Manipulation

Starting at 14th level, whenever you cast a spell that deals a magic form of damage, you may spend 1 sorcery point to change the damage type dealt. The damage forms open to change in this ability are Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, and Thunder.

Disrupt Life / Arcane Burst

Starting at 18th level, your geatly empowered lichdom, combined with your soul's righteous or wicked nature, allows you to violently expel the excess magic now exuding all around you. As an action, you may spend 5 sorcery points to force all enemy creatures within 30 feet of you to make a constitution saving throw against this magic outburst, using your spell save DC. On a failure, they suffer 10d4 necrotic damage if you are evil-aligned, 10d4 force damage if you are neutral-aligned, or 10d4 radiant damage if you are good-aligned. On a success, they take half that much damage.