Invisible in Water. The water weird is invisible while fully immersed in water.
Water of Life. When the Aqua Grasp starts its turn in water or submerged it gains 5 temporary hit points to a max of 20 temporary hit points.
Watery Whirlwind. As a bonus action, the Aqua Grasp can summon a small whirlpool with a radius of 15 feet around itself, turning the area into difficult terrain for creatures other than the Aqua Grasp. Any creature that begins its turn within the whirlpool must succeed on a Strength saving throw (DC 14) or be drawn 10 feet toward the Aqua Grasp.
Douse and Distract. The Aqua Grasp can use a bonus action to splash water at a target within 10 feet. The targeted creature must succeed on a Dexterity saving throw (DC 14) or have disadvantage on its next attack roll or ability check.
Mystic Ripple. While submerged in water, the Aqua Grasp can utilize a bonus action to send forth a mystic ripple through the aquatic environment. This ripple grants the Aqua Grasp advantage on its next attack roll.
Fluid Deflection. When targeted by a ranged weapon attack, the Aqua Grasp can use its reaction to manipulate the water around it, gaining a +2 bonus to its AC against the attack.
Aqueous Absorption. When subjected to a spell that deals cold or fire damage, the Aqua Grasp can use its reaction to absorb the energy, gaining temporary hit points equal to half the damage dealt.
Description
Previous Versions
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2/15/2024 10:42:04 PM
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Coming Soon
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