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Ryoko's Guide to the Yokai Realms

Water Wyrm

3-level Conjuration

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a dried tadpole
Duration: Concentration, up to 1 minute
You conjure a thrashing wyrm of frothing water that moves with you, wielding it as an extension of your body for the duration. When you conjure the wyrm and as a bonus action on your subsequent turns, you can cause one of the following effects with it:
  • Ice Fang. The wyrm grows frozen fangs—jagged icicles that it uses to bite a creature or object within 20 feet of you. Make a melee spell attack against the target. On a hit, it takes 2d6 piercing damage and 1d6 cold damage.
  • Engulf. The wyrm leaves your side, surging toward a Large of smaller creature within 40 feet of you and attempting to engulf it in a torrent of water. The target must succeed on a Strength saving throw or be restrained. While restraining a creature in this way, the only effect you can use with the wyrm is Ice Fang, targeting the restrained creature regardless of range. A creature can use its action to make a Strength check against your spell save DC, freeing itself or a creature within its reach from the wyrm on a success. When the wyrm stops restraining a creature, the spell ends.
  • Weird Water. The wyrm assumes a defensive formation around you. Until the start of your next turn, ranged attacks that hit you have their damage reduced by 1d6 plus your spellcasting ability modifier.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the cold damage from the Ice Fang option and the damage reduction of the Weird Water option increase by 1d6 for each slot level above 3rd.
Available for: Bender (water), Druid, Ranger, Sorcerer, Wizard

Created by

Diarioz.

Statblock Type

Spell

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