You are on page 1of 1

Form of Sound

Homebrew DnD 5e Spell

Spell List: 6th Level Bard Spell, 6th Level Wizard Spell, 6th Level Sorcerer Spell
School: Transmutation
Casting Time: 1 Action
Range: Self
Components: V, S, M (a pinch of dust gathered from a gravestone or a sacred shrine)
Duration: Concentration, 1 Round per Spell Level
Effect: Upon casting this spell, you keep your relative shape, but you and your equipment
are transformed into semisolid sound. While in this form you gain a number of abilities:
- You can move through spaces without penalty as if you were a Tiny sized creature.
- You can occupy the same space as another creature and If this spell’s duration ends
when you are in a square that a creature of your size cannot normally occupy, you
take 3d6 points of Force Damage and are shunted to the nearest open space that
you can normally occupy.
- You lose all AC bonuses given by non-magical armour and your AC is now
10+DEX+Spell Casting Mod
- You have Disadvantage to Stealth Checks while in this form
- You can make unarmed strike once per round that deals 1d6 + Spell Casing Mod
points of Thunder Damage.
- You can attack with your own weapons however all non-magic weapons deal half
damage, magic weapons work deal damage as normal. You can still use your magical
items in this form.
- Your weapon attack ignores the bonus AC given by armour and shields except
magical armour/Shields/Items or spells (Such as shield or mage armour).
- You cannot grapple a creature and creatures cannot grapple you. You cannot be
knocked prone and you cannot physically attempt to knock a creature prone.
- You cannot take any physical action that would move or manipulate an opponent or
its equipment, nor are they subject to such actions.
- All falling damage is halved while in this form and you are light enough to not set off
traps that are triggered by weight (Such as pit fall traps).
- You are immune to Thunder Damage and are resistant to non-magical bludgeoning,
slashing and piercing damage, necrotic damage and psychic damage.
- Spells abilities and effects that do not cause damage only to have a 50% chance of
affecting you.
- You cannot enter an area of silence. If you end your turn in the area of
a silence spell, you take Xd6 points of Force Damage (X being the level at which
Silence was cast). You can attempt a CON saving throw (to beat the casters spell save
DC) to half the damage.

You might also like