The shield is a +1 magic shield made of silver with a single sapphire resting in the center. At noon and midnight the sapphire grows larger and begins dripping water out of the gem. The shield detects Elementals from the Plane of Fire and glows brightly from the center if any are within 120 ft of the user.
The shield has 8 charges and regains 1d4 charges at each noon and each midnight, when tides are highest. The shield also always has at least 1 charge if above or below at least 5 ft of ocean water. While equipped, the wearer may cast the following spells as an action: Shape Water (1 Charge), Create or Destroy Water (2 Charges), Tidal Wave (5 Charges), Control Water (8 Charges). The wearer may also spend 3 charges to gain advantage on a saving throw against a spell or ability that deals fire damage. If the last charge is used roll a d20, on a 1 the shield turns to water and is destroyed.
The shield will not use its last charge if Control Water is cast above or below at least 5 ft of ocean water.
Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
Notes: Bonus: Armor Class
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