Weird Water

by Voidscape

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Weird Water

3rd-level conjuration


  • Classes: Druid, Ranger, Sorcerer
  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (20 gallons of water)
  • Duration: Concentration, up to 1 hour

You call forth a pseudo-elemental with stats identical to a Water Weird, but only 5 hit points. Whenever it would take damage, you take that amount of damage instead. This damage does not trigger a concentration check from you to maintain the spell. If you have less hit points than the amount of damage the pseudo-elemental would take, it takes that damage as it would normally. This spell ends if it drops to 0 hit points.

Instead of being bound to water, the pseudo-elemental is bound to you and can move even on top of dry land using its swimming speed. A thin pool of water connects you to the pseudo-elemental. If the pseudo-elemental is more than 30 feet away from you at the end of its turn, this spell ends.





















In combat, the pseudo-elemental shares your initiative count, but it takes its turn immediately after yours. You can freely choose the actions it takes.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the pseudo-elemental gains 5 hit points and 10 temporary hit points for each slot level above 3rd. While the pseudo-elemental has temporary hit points, the damage it would take is taken normally and not transferred to you. Any damage that would effect its normal hit points is still taken by you instead.

When you cast this spell using a spell slot of 5th level or higher, the pseudo-elemental can end its turn up to 60 feet away from you.

VoidscapeCreate

Art by Lloyd Allan