You Conjure a humanoid guardian of water, with 25 hit points, that protects a creature of your choice within 30ft of you. When attacked, if the damage is fire, acid, Bludgeoning, force, Necrotic, Radiant or Thunder then the water guardian will take the entire damage of attack, If the damage is lightning then it passes through the guardian unaffected . If the damage is piercing or slashing roll a d6 on a 1-5 the damage is halves between the guardian and creature, on a 6 the the water guardian will take full damage. If the attack is a melee, on a 6 the attacker must make a dex saving throw or be consumed by the water guardian. On each turn, they can attempt a dex saving throw until they escape or drown.
Higher level casting: if cast at higher level add 7 hit points per higher level.
* - (Blessed water & blood from the casters)
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