Level
9th
Casting Time
1 Action
Range/Area
60 ft. (10 ft. )
Components
V, S *
Duration
Concentration 1 Minute
School
Evocation
Attack/Save
CON Save
Damage/Effect
Combat (...)

Daybreak

9th-level evocation (vile)

 

You summon a miniature, unstable sphere of red-orange searing sunlight in an unoccupied space within range. The sphere sheds bright light in a 15-foot radius and dim light for an additional 30 feet. This light is sunlight.

When a creature enters the sphere’s area for the first time on a turn or starts its turn there, it must make a Constitution saving throw. Undead, oozes, and creatures vulnerable to sunlight have disadvantage on this save. A creature takes 5d12 + 20 radiant damage on a failed save, or half as much on a successful one. A creature can take this damage only once per round, regardless of how many times it enters the sphere's area.

Vile Sacrifice. When you cast this spell, you lose 5d12 + 20 hit points. This loss of hit points is not damage. It cannot be reduced by resistance, immunity, temporary hit points, or any other effect. It also ignores Death Ward and similar effects that would prevent death. However, the lost hit points can be regained through healing as normal after the loss occurs. If this loss reduces you to 0 hit points, you immediately die (no saving throw).

If you survive, at the start of each of your turns while you maintain concentration, you must succeed on a DC 19 Constitution saving throw or lose another 2d12 + 5 hit points. This loss cannot be reduced or prevented (as described above).

If this loss reduces you to 0 hit points, you die, and the unstable sphere explodes. Each creature other than you within 30 feet of the sphere must make a Dexterity saving throw, taking 9d12 + 10 radiant damage on a failed save, or half as much on a successful one.

Biomass Transformation. A creature reduced to 0 hit points by this spell’s damage dies and immediately transforms into a gibbering mouther under your control at the end of your turn.

The gibbering mouther acts on your initiative (immediately after your turn) and obeys your mental commands. It is immune to the damage and effects of this spell, but cannot voluntarily move more than 15 feet away from the sphere. If the sphere moves, the gibbering mouther moves with it, staying as close as possible. Each gibbering mouther created in this way lasts for 1 hour, after which it crumbles into waxy sludge.

If you cast this spell again while one or more such mouthers exist, all previous mouthers die instantly.

Moving the Sphere. As a bonus action on your turn, you can move the sphere up to 20 feet in any direction. If you move it through a creature’s space, that creature must immediately make the saving throw against the sphere’s damage. The sphere can pass over barriers up to 20 feet high and gaps up to 15 feet wide.

Daybreak Instability. At the start of each of your turns, roll a d20 for each gibbering mouther you have created with this spell that is still under your control. If the result is 1, that mouther goes out of control. Roll a d4 and apply the effect:

d4

 

Effect 

1

 

Indiscriminate Attack. The mouther moves toward the nearest creature (random if tied) and attacks it, ignoring your commands and alliances.

2

 

Insubordination. The mouther ceases to obey you for 1 round. At the start of your next turn, you may repeat the control roll for it.

3

 

Repulsive Fusion. If there is another gibbering mouther created by this spell within 10 feet of this mouther, the two fuse into a gibbering horror (see below). The fusion is permanent for the spell’s duration and obeys you. If no other mouther is within 10 feet, nothing happens.

4

 

Nothing. The mouther does not go out of control this turn.

Gibbering Horror (Template):

Unless the DM has a specific statblock for it, a Gibbering Horror is the same as a gibbering mouther, with:
- Hit points equal to the sum of the two fused mouthers.
- +2 bonus to attack rolls.
- One additional Bite attack per turn.

The gibbering horror is also immune to this spell’s effects. If a horror rolls a 1 on its Daybreak Instability roll, it only suffers results 1, 2, or 4 (ignore result 3).

 

Blazing Sunlight. If you cast this spell outdoors during daylight hours under natural sunlight, the following additional effects apply:

  • The sphere’s radius increases to 20 feet.
  • The sphere’s bright light radius increases to 30 feet.
  • At the start of each of your turns, any creature of your choice that is outdoors and within 60 feet of the sphere (but not inside it) take 1d12 radiant damage (no saving throw).
  • The Constitution saving throw DC for your Vile Sacrifice increases by 2.
* - (See Vile Sacrifice)

Spell Tags: Damage Combat Special illumination

Available For: Bard Cleric Sorcerer Warlock Wizard

TheAgilityMaster750

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