Base Class: Sorcerer
Living Spells are best known as accidental creations, quirks of unbound magic in the wake of disastrous events. However, some sorcerers learn to control these events, controlling these magical constructs to obey their commands.
Infused Familiar
At 1st level, you can transform your magic into living spells, independent entities shaped from spellcasting. You learn the find familiar spell and can cast it as an action. The spell doesn’t count against your number of spells known.
If you cast the spell using a spell slot of 1st level or higher, you can choose a special form, the Living Spell statblock detailed below. When you do so, you also choose one of your known spells with which to infuse the Living Spell. Your choice of spell influences certain attributes of your Living Spell, including its immunities and the damage type of its attacks. The spell infused within your Living Spell must be of equal or lesser level than the spell used to cast find familiar.
In combat, the Living Spell shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the Living Spell can take any action of its choice, not just Dodge.
If the spell infused within your Living Spell requires concentration, you must expend a sorcery point at the start of each of your turns to maintain the spell after it is released with the Spell Release action. Otherwise, the spell ends.
If you attempt to create a new Living Spell while you already have one, the first Living Spell dies. A Living Spell can use the Spell Release action when it dies in this way.
The statblock of your Living Spell is listed below.
Living Spell
Living Spell
small construct, unaligned
- Armor Class 15 (natural armor)
- Hit Points 4 times your sorcerer level
- Speed 25ft., fly 25 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 5 (-2) | 12 (+1) | 10 (+0) | 3 (-4) | 6 (-2) | 6 (-2) |
- Damage Immunities one damage type dealt by the spell infused within the Living Spell
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
- Senses darkvision 60 ft., passive Perception 8
- Languages understands the languages spoken by its creator but cannot speak
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 Weapon Attack: your spell attack modifier to hit, reach 5ft., one target. Hit 1d6 + your Charisma modifier force damage. If the spell infused within the Living Spell deals damage, you can choose for this attack to deal one of its damage types instead.
Spell Release. The Living Spell casts the spell infused within it, choosing a target within range. It uses your spellcasting modifier for this spell. Afterwards, it dies.
Reactions
Explosive Release. When the Living Spell would take damage, it can take the Spell Release action.
Spell Resonance
At 6th level, your Living Spells resonate with their non-living counterparts, increasing their potency. When you cast a spell that is also infused within your Living Spell, it behaves as if it were cast with a spell slot of one level higher. When you do so, the Living Spell can use its reaction to make one attack.
Ever-Living Spell
At 14th level, you learn to independently maintain the magic of your Living Spell, even without a spell infused within it. Your Living Spell no longer dies after it takes the Spell Release action. However, after its spell is released, it can no longer take the Spell Release action, and loses any damage immunities it had. As an action, you can expend a spell slot to infuse your Living Spell with a new spell of equal or lower level, giving it a new damage immunity and Spell Release.
Spellbinder
At 18th level, you become so attuned to magic that you can recapture the energy of a lost spell, transforming it into a Living Spell. When a creature fails a Constitution saving throw to maintain concentration on a spell of 5th level or lower, you can use your reaction to cast find familiar, creating a Living Spell infused with the spell. You must expend a spell slot of equal or greater level than the spell that was captured.
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Posted Oct 17, 2022This subclass is also available on the Homebrewery here: https://homebrewery.naturalcrit.com/share/tCs-9fiLeVGu