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A list of living spells. I could not find any posted so I made some so people could make their own easier. I am currently posting content every week for my Hollowed Isle content. You can find it here:
Hammered Out Homebrew
___ > ## Living Dissonant Whispers >*Medium Construct, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 15 (2d8 + 6) > - **Speed** 25 ft., fly 25 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+1)|16 (+3)|3 (-4)|6 (+2)|6 (-2)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** psychic > - **Condition Immunities** blind, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone > - **Senses** darkvision 60ft., passive perception 8 > - **Languages** - > - **Challenge** 1 (200 XP) > ___ >**Amorphous.** The living spell can move through a space as narrow as 1 inch wide without squeezing. > >**Magic Resistance.** The living spell has advantage on saving throws against spells and other magical effects. > > ### Actions > > ***Magical Strike.*** *Melee Spell Attack:* +5 to hit, Reach 5 ft., one target. *Hit:* 6 (1d6 +3) psychic damage > > ***Spell Mimicry (Recharge 5-6).*** A discordant melody issues from the living spell that only one creature of its choice within 60 feet can hear, wracking it with terrible pain. The target must make a DC 13 Wisdom saving throw. On a failed save, it takes 10 (3d6) psychic damage and must immediately use its reaction , if available, to move as far as its speed allows away from the living spell. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. ___ > ## Living Thunderwave >*Medium Construct, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 15 (2d8 + 6) > - **Speed** 25 ft., fly 25 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+1)|16 (+3)|3 (-4)|6 (+2)|6 (-2)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** thunder > - **Condition Immunities** blind, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone > - **Senses** darkvision 60ft., passive perception 8 > - **Languages** - > - **Challenge** 1 (200 XP) > ___ >**Amorphous.** The living spell can move through a space as narrow as 1 inch wide without squeezing. > >**Magic Resistance.** The living spell has advantage on saving throws against spells and other magical effects. > > ### Actions > > ***Magical Strike.*** *Melee Spell Attack:* +5 to hit, Reach 5 ft., one target. *Hit:* 6 (1d6 +3) thunder damage > > ***Spell Mimicry (Recharge 5-6).*** A wave of thunderous force sweeps out from the living spell. Each creature in a 15-foot cube originating from it must make a DC 13 Constitution saving throw. On a failed save, a creature takes 9 (2d8) thunder damage and is pushed 10 feet away from the living spell. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from it by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. \pagebreak ___ > ## Living Hellish Rebuke >*Medium Construct, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 15 (2d8 + 6) > - **Speed** 25 ft., fly 25 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+1)|16 (+3)|3 (-4)|6 (+2)|6 (-2)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** fire > - **Condition Immunities** blind, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone > - **Senses** darkvision 60ft., passive perception 8 > - **Languages** - > - **Challenge** 1 (200 XP) > ___ >**Amorphous.** The living spell can move through a space as narrow as 1 inch wide without squeezing. > >**Magic Resistance.** The living spell has advantage on saving throws against spells and other magical effects. > > ***Spell Mimicry (Recharge 5-6).*** When damaged by a creature within 60 feet, the living spell may use its reaction to force that creature to make a DC 13 Dexterity saving throw. It takes 12 (2d10) fire damage on a failed save, or half as much damage on a successful one. > ### Actions > > ***Magical Strike.*** *Melee Spell Attack:* +5 to hit, Reach 5 ft., one target. *Hit:* 6 (1d6 +3) fire damage > ___ > ## Living Magic Missile >*Medium Construct, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 15 (2d8 + 6) > - **Speed** 25 ft., fly 25 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|12 (+1)|16 (+3)|3 (-4)|6 (+2)|6 (-2)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** force > - **Condition Immunities** blind, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone > - **Senses** darkvision 60ft., passive perception 8 > - **Languages** - > - **Challenge** 1 (200 XP) > ___ >**Amorphous.** The living spell can move through a space as narrow as 1 inch wide without squeezing. > >**Magic Resistance.** The living spell has advantage on saving throws against spells and other magical effects. > > ### Actions > > ***Magical Strike.*** *Melee Spell Attack:* +5 to hit, Reach 5 ft., one target. *Hit:* 6 (1d6 +3) force damage > > ***Spell Mimicry (Recharge 5-6).*** The living spell creates three glowing darts of magical force. Each dart hits a creature of its choice that it can see within 120 feet.. A dart deals 3 (1d4 + 1) force damage to its target. The darts all strike simultaneously, and the living spell can direct them to hit one creature or several. \pagebreak ___ > ## Living Fireball >*Large Construct, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 57 (6d10 + 24) > - **Speed** 25 ft., fly 25 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|15 (+2)|18 (+4)|3 (-4)|10 (+0)|6 (-2)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** fire > - **Condition Immunities** blind, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone > - **Senses** darkvision 60ft., passive perception 10 > - **Languages** - > - **Challenge** 5 (1,800 XP) > ___ >**Amorphous.** The living spell can move through a space as narrow as 1 inch wide without squeezing. > >**Magic Resistance.** The living spell has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Multiattack.*** The living spell makes two Magical Strike attacks > > ***Magical Strike.*** *Melee Spell Attack:* +7 to hit, Reach 10 ft., one target. *Hit:* 21 (5d6 +4) fire damage > > ***Spell Mimicry (Recharge 5-6).*** The living spell unleashes an explosion of flame at a point within 150 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw. A target takes 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. ___ > ## Living Vampiric Touch >*Large Construct, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 57 (6d10 + 24) > - **Speed** 25 ft., fly 25 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|15 (+2)|18 (+4)|3 (-4)|10 (+0)|6 (-2)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** necrotic > - **Condition Immunities** blind, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone > - **Senses** darkvision 60ft., passive perception 10 > - **Languages** - > - **Challenge** 5 (1,800 XP) > ___ >**Amorphous.** The living spell can move through a space as narrow as 1 inch wide without squeezing. > >**Magic Resistance.** The living spell has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Multiattack.*** The living spell makes two Magical Strike attacks > > ***Magical Strike.*** *Melee Spell Attack:* +7 to hit, Reach 10 ft., one target. *Hit:* 21 (5d6 +4) necrotic damage > > ***Spell Mimicry (Recharge 5-6).*** The living spell reaches out with a shadowy hand. It makes a melee spell attack against a creature within its reach. On a hit, the target takes 10 (3d6) necrotic damage, and it regains hit points equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. The living spell can continue to make this attack each turn for up to 1 minute, but must maintain concentration. \pagebreak ___ > ## Living Acid Arrow >*Large Construct, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 57 (6d10 + 24) > - **Speed** 25 ft., fly 25 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|15 (+2)|18 (+4)|3 (-4)|10 (+0)|6 (-2)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** acid > - **Condition Immunities** blind, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone > - **Senses** darkvision 60ft., passive perception 10 > - **Languages** - > - **Challenge** 5 (1,800 XP) > ___ >**Amorphous.** The living spell can move through a space as narrow as 1 inch wide without squeezing. > >**Magic Resistance.** The living spell has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Multiattack.*** The living spell makes two Magical Strike attacks > > ***Magical Strike.*** *Melee Spell Attack:* +7 to hit, Reach 10 ft., one target. *Hit:* 21 (5d6 +4) acid damage > > ***Spell Mimicry (Recharge 5-6).*** A shimmering green arrow streaks toward a target within 90 feet and bursts in a spray of acid. The living spell makes a ranged spell attack against the target. On a hit, the target takes 13 (5d4) acid damage immediately and 9 (3d4) acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. ___ > ## Living Gaseous Form >*Large Construct, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 57 (6d10 + 24) > - **Speed** 25 ft., fly 25 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|15 (+2)|18 (+4)|3 (-4)|10 (+0)|6 (-2)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** force > - **Condition Immunities** blind, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone > - **Senses** darkvision 60ft., passive perception 10 > - **Languages** - > - **Challenge** 5 (1,800 XP) > ___ >**Amorphous.** The living spell can move through a space as narrow as 1 inch wide without squeezing. > >**Magic Resistance.** The living spell has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Multiattack.*** The living spell makes two Magical Strike attacks > > ***Magical Strike.*** *Melee Spell Attack:* +7 to hit, Reach 10 ft., one target. *Hit:* 21 (5d6 +4) force damage > > ***Spell Mimicry (Recharge 5-6).*** The living spell touches a creature within 5 feet. The creature must make a DC 15 Wisdom saving throw. On a failure the creature it touches, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected. While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells. > >The target stays in this form for an hour or until the living spell loses concentration. \pagebreak ___ > ## Living Cone of Cold >*Large Construct, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 73 (7d10 + 35) > - **Speed** 25 ft., fly 25 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|15 (+2)|14 (+2)|3 (-4)|11 (+0)|6 (-2)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** cold > - **Condition Immunities** blind, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone > - **Senses** darkvision 60ft., passive perception 10 > - **Languages** - > - **Challenge** 7 (2,900 XP) > ___ >**Amorphous.** The living spell can move through a space as narrow as 1 inch wide without squeezing. > >**Magic Resistance.** The living spell has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Multiattack.*** The living spell makes two Magical Strike attacks > > ***Magical Strike.*** *Melee Spell Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 22 (5d6 +5) cold damage > > ***Spell Mimicry (Recharge 5-6).*** A blast of cold air erupts from the living spell. Each creature in a 60-foot cone must make a DC 16 Constitution saving throw. A creature takes 35 (8d8) cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws. ___ > ## Living Wall of Fire >*Large Construct, unaligned* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 73 (7d10 + 35) > - **Speed** 25 ft., fly 25 ft. (hover) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|15 (+2)|14 (+2)|3 (-4)|11 (+0)|6 (-2)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** fire > - **Condition Immunities** blind, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone > - **Senses** darkvision 60ft., passive perception 10 > - **Languages** - > - **Challenge** 7 (2,900 XP) > ___ >**Amorphous.** The living spell can move through a space as narrow as 1 inch wide without squeezing. > >**Magic Resistance.** The living spell has advantage on saving throws against spells and other magical effects. > > ### Actions > ***Multiattack.*** The living spell makes two Magical Strike attacks > > ***Magical Strike.*** *Melee Spell Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 22 (5d6 +5) fire damage > > ***Spell Mimicry (Recharge 5-6).*** The living spell creates a wall of fire on a solid surface within range. It can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a DC 16 Dexterity saving throw. On a failed save, a creature takes 22 (5d8) fire damage, or half as much damage on a successful save. One side of the wall, selected by you when you cast this spell, deals 22(5d8) fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. > >The wall lasts for1 minute or until the living spell loses concentration.