All Beyond the Yonder Seas and Streams
6-level Conjuration
You imbue a pool of water with holy energy, creating a water weird in an unoccupied space within range. The water weird is bound to the pool of water, and dies if it leaves the water or if that water is destroyed. The water weird reverts back into nonmagical water when it drops to 0 hit points or when the spell ends.
The water weird is friendly to you and your companions for the duration. Roll initiative for the water weird, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the water weird, it defends itself from hostile creatures but otherwise takes no actions.
The water weird's attacks deal an additional 2d6 radiant damage to fiends and undead. As an action, the water weird can reach out and touch a creature other than itself within 10 feet of it. The water weird takes 2d10 necrotic damage, which can't be reduced in any way, and the target regains a number of hit points equal to twice the necrotic damage taken.
When you cast this spell using a spell slot of 7th level or higher, the water weird's maximum hit points increase by 20 for each slot level above 6th.
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