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DUNGEONS & DRAGONS 5E

LIVING SPELLS
Introduction: A work-in-progress which will include spells made into living creatures

That will be assigned a CR and given a stat block for ease of use.

By: Derick Moore

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League,
all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are
property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained
herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4
The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Living Spell, Eldritch Blast True Companion
Commonly used by warlocks as ranged support allowing
Tiny sphere, Unaligned individuals to accomplish goals only groups could do
before.
Armor Class 16
Hit Points 15 (2d10 + 4) Unusually Loyalty
Speed 0 ft., fly 40 ft. (hover) Unlike most living spells this one seems to need a
purpose and usually travels with and protects its creator.
STR DEX CON INT WIS CHA Studies have yet to conclude if its something unique to
1 (-4) 18 (+4) 14 (+2) 0 (-5) 10 (+0) 12 (+1) this spell, or even more frighteningly the pact masters
have found a way to usurp control at creation.
Damage Immunities poison, force, psychic, and bludgeoning,
piercing and slashing damage from non-magical weapons Scaling Dangers
Condition Immunities blinded, charmed, deafened, exhaustion, Any special abilities effecting the warlocks Eldritch blast
seem to transfer to the living spell at time of creation. It is
frightened, paralyzed, petrified, poisoned
believed to be one of the most versatile living spells.
Skills -
Senses Blindsight 120ft., passive Perception 10
Languages -
Challenge 1/4 (50 XP)

Variable Abilities. The living eldritch blast spell can have one of
the following effects added at creation.

Agonizing Blast. When the living spell hits a creature with its
blast attack it adds its Charisma modifier to damage.

Repelling Blast. When the living spell hits a creature with its
blast attack it can push it back 10 ft. in a straight line.

ACTIONS

Blast. Ranged Magic Attack: +3 to hit, range The living spell


sends a beam of force at a creature within range 120 ft., one
target. Hit: 6 (1d10) force damage.

Not for resale. Permission granted to print or photocopy this document for personal use only. Eldritch Blast
Living Spell, Thunderwave Alarming Spell
The living thunderwave can be heard so far away that
Tiny orb, Unaligned everyone is aware when it is coming.

Armor Class 15 Forceful Sound


Hit Points 21 (3d10 + 6) The sound released by this spell is so powerful it pushes
Speed 0 ft., fly 50 ft. (hover) things away from it.

STR DEX CON INT WIS CHA Force of Nature


1 (-4) 20 (+5) 14 (+2) 0 (-5) 10 (+0) 11 (+0) This living spell roams the wilds of the world. It doesn't
seem to be seeking anything in particular as it does.
Damage Immunities poison, psychic, and bludgeoning,
piercing and slashing damage from non-magical weapons Behavior
Condition Immunities blinded, charmed, deafened, exhaustion, This living spell is always searching for other sources of
frightened, paralyzed, petrified, poisoned sound. It is unknown why but they destroy all other
Skills - sources of loud sound on contact. It can be avoided
Senseses Blindsight 60ft., passive Perception 10 entirely by hiding within a silenced area.
Languages -
Challenge 1/2 (100 XP)

Crackling Form. A creature that touches the living spell or hits it


with a melee attack while within 5 feet of it takes (1d6) thunder
damage.

Sound Form. Echolocation doesn't work within 300 feet of this


living spell and its attack is heard 300 feet away.

ACTIONS

Echoing Wave. A wave of thunderous force sweeps out from


the living spell. Each creature in a 15-foot cube originating from
the spell must make a Constitution saving throw (DC 13). On a
failed save, a creature takes 2d8 thunder damage and is pushed
10 feet away from the spell. On a successful save, the creature
takes half as much damage and isn't pushed.

Not for resale. Permission granted to print or photocopy this document for personal use only. Thunderwave
Living Spell, Fireball Necromancer Trap
The living fireball spell was designed as a trap used
Tiny fireball, Unaligned againest necromancers. These living spells are left
hidden in groups of will-o'-wisps to ambush necromancers
Armor Class 16 as they gather forces.
Hit Points 32 (5d10 + 5)
Speed 0 ft., fly 50 ft. (hover) Consumming Fire
These fireballs cleanse undead across the world. Living
STR DEX CON INT WIS CHA fireball spells only attack living beings that attack them
1 (-4) 22 (+6) 13 (+1) 0 (-5) 10 (+0) 13 (+1) first.

Damage Vulnerabilities cold Silent Sentinels


Damage Immunities poison, fire, psychic, and bludgeoning, Some civilizations have taken to using living fireball spells
piercing and slashing damage from non-magical weapons as guardians against undead invasion.
Condition Immunities blinded, charmed, deafened, exhaustion,
frightened, paralyzed, petrified, poisoned Behavior
Skills - The living fireball spell releases explosions anytime it is
Senses Blindsight 60ft., passive Perception 10 hit by a creature. Until attacked however it floats around
Languages - randomly. This living spell attacks all undead within range.
Challenge 2 (450 XP)

False Appearance. Until the living spell is attacked, it is


indistinguishable from a will-o'-wisp.

Water Susceptibility. For every 5 feet the living spell moves in


water, or for every gallon of water splashed on it, it takes 1d4 cold
damage.

ACTIONS

Explode. When the living spell is hit by, or touches a creature, it


releases a blast of fire. Each creature within 20 feet of it must
make a DC 13 Dexterity saving throw, taking 25 (8d6) fire
damage on a failed save, or half as much damage on a
successful one.

Fireball
Not for resale. Permission granted to print or photocopy this document for personal use only.
Living Spell, Cloudkill Corrupted spell
The living cloudkill spell was created as a weapon of war
Large Cloud, Unaligned that could be dropped in opposing cities. Since the Living
Spell is incapable of thought it can never be reasoned
Armor Class 15 with.
Hit Points 52 (7d10 + 14)
Speed 40 ft. Dark Passage
You can easily follow one of these living weapons. They
STR DEX CON INT WIS CHA
leave a trail of endless death behind, not even plants
15 (+2) 12 (+1) 15 (+2) 0 (-5) 12 (+1) 15(+2)
survive this poisonous gas.

Damage Immunities poison damage, psychic, and bludgeoning,


piercing and slashing damage from non-magical weapons Limited Numbers
Very few of these spells remain in existence. specialized
Condition Immunities blinded, charmed, deafened, exhaustion,
antimagic hunters track down all reported sighting. People
frightened, paralyzed, petrified, poisoned
fear the damage even one of these could inflict to the
Skills - world.
Senseses Blindsight 60ft., passive Perception 11
Languages -
Challenge 3 (700 XP) Behavior
This living spell floats travels aimlessly till it finds life that
it can destroy. As a contact poison, creatures are affected
even if they hold their breath or don’t need to breathe.
Gaseous Form. The living spell takes up its entire space. Other
creatures can enter the space, but a creature that does so is
subjected to the living spell's Engulf and has disadvantage on the
saving throw. Creatures inside the living spell can be seen but
have total cover. A creature within 5 feet of the living spell can
take an action to pull a creature or object out of the living spell.
Doing so requires a successful DC 12 Strength check, and the
creature making the attempt takes 8 (2d8) poison damage. The
living spell can hold only one Large creature or up to four Medium
or smaller creatures inside it at a time.

Wind Susceptible. A magical wind of 10 mph or greater inflicts


10 (3d6) per round to the living spell.

ACTIONS

Engulf. The living spell moves up to its speed. While doing so, it
can enter Large or smaller creatures’ spaces. Whenever the
living spell enters a creature’s space, the creature must make a
DC 15 Dexterity saving throw. On a successful save, the creature
can choose to be pushed 5 feet back or to the side of the Spell. A
creature that chooses not to be pushed, or has no safe space to
be pushed into, suffers the consequences of a failed saving
throw. On a failed save, the spell enters the creature’s space,
and the creature takes 8 (2d8) poison damage and is engulfed.
The engulfed creature takes 21 (5d8) poison damage or half as
much on a successful Con Saving throw (DC15) at the start of
each of the living spell’s turns. An engulfed creature can escape
by moving out of the Living Spell.

Not for resale. Permission granted to print or photocopy this document for personal use only. Cloudkill
Living Spell, Meteor Swarm One of a kind
Only once in history has this spell ever been created.
Large orb, Chaotic More people died that day then anyone could of predicted.
The first act of this newly created living spell was to fly
Armor Class 17 straight up into the air and bombbard the raze the city
Hit Points 105 (11d10 + 44) around it to the ground.
Speed 0 ft., fly 100 ft. (hover)
Destructive Nature
STR DEX CON INT WIS CHA Most living spells can either be controled, directed, or
1 (-4) 25 (+7) 18 (+4) 0 (-5) 16 (+3) 13 (+1) used as a weapon. This spell however just destroys
everything it can find.
Damage Vulnerabilities cold
Damage Immunities poison, fire, psychic, and bludgeoning, Magic Fire
piercing and slashing damage from non-magical weapons The scariest part of this living spell is its fires can destroy
even the most powerful magical items. All magic items
Condition Immunities blinded, charmed, deafened, exhaustion,
not being warn or carried are instantly destroyed. For
frightened, paralyzed, petrified, poisoned
magic items being worn and carried you must roll a Con
Skills - saving throw DC17, on a failed save they are destroyed.
Senses Blindsight 300 ft., passive Perception 13
Languages -
Challenge 14 (11,500 XP)
Behavior
Death and Destruction is the only thing this spell knows. If
it sees you first there is no chance to prepare. Just an
Fiery Form. Any creature that ends its turn within 10 feet of the endless bombardment of meteors till even your burns are
living spell must make a Dexterity saving throw. The creature just ash.
takes 4d6 fire damage on a failed save, or half as much on a
successful one.
Water Susceptibility. For every 5 feet the living spell moves in
water, or for every gallon of water splashed on it, it takes 1d4 cold
damage.

ACTIONS

Meter Rain. The spell fires Blazing orbs of fire to 4 different


points it can see. Each creature in a 40-foot-radius sphere
centered on each orbs point of contact must make a Dexterity
saving throw DC17. The sphere spreads around corners. A
creature takes 20d6 fire damage and 20d6 bludgeoning damage
on a failed save, or half as much damage on a successful one. A
creature in the area of more than one fiery burst is affected only
once.

Not for resale. Permission granted to print or photocopy this document for personal use only. Meteor Swarm
Living Spell Creation
Wizards found that certain crystals found deep within the earth could maintain spells of certain power to be cast later. Each
color of crystal can contain a single spell cast at that level but nothing lower or higher. These spells use the attack bonus and
DC’s of the person who cast the spell.

These crystals can be laboriously enchanted so that a certain spell comes to life when the crystal is activated. Each crystal can
only be attuned to one such spell. If a crystal is enchanted to bring a spell to life the effect cannot be detected. The greatest risk
of spell crystals is that you never know what spell could activate it.

SPELL CRYSTAL
Wondrous item. rarity varies (attunement optional)
A spell crystal can contain one spell from any
class's spell list. You become aware of the spell
when you learn the gems properties. While
holding the gem. You can cast the spell from it as
an action. Doing so doesn‘t require any
components and doesn't require attunement. The
spell then disappears from the gem. If the spell is
of a higher level than you can normally cast. You
must make an ability check using your spellcasting
ability to determine whether you cast it
successfully. The DC equals 10 + the spell's level.
On a failed check, the spell disappears from the
crystal with no other effect. The crystal color
determines the spell level, as shown in the Spell
Crystals table. You can imbue the gem with a spell
if you're attuned to it and it's empty. To do so, you
cast the spell while holding the gem. The spell is
stored in the gem instead of having any effect.
Casting the spell must require either 1 action or 1
minute or longer. Once imbued with a spell. The
gem can't be imbued again until the next dawn

Spell Crystals
Spell Level Color Rarity
Cantrip Blue Uncommon
1st Red Uncommon
2nd Yellow Rare
3rd Green Rare
4th Gold Very Rare
5th Cyan Very Rare
6th Magenta Very Rare
7th White Legendary
8th Black Legendary
9th Purple Legendary

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