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Waterwand

Wand, rod, or staff; rare (requires attunement by a spellcaster)
  The seas of the elemental Plane of Water brim with life: microscopic hydroplankton. These micro-organisms possess innate elemental sorcery, allowing self-propulsion through the magical control of water and the ability to heal and replicate, even in the absence of sunlight. Made of unblemished brass and mithral, the waterwand holds a watery sphere of these hydroplankton in biomantic suspension, and confers the knowledge of their magic to its wielder.
  This item can be used as a spellcasting focus by casters that are permitted to use foci. This focus has 7 charges and regains 1d6 + 1 expended charges daily at dawn. If submerged in pure water for at least 8 hours, this focus regains all expended charges the following dawn, instead. If you expend the focus’ last charge, roll a d20. On a 1, the wand evaporates and is destroyed.
  Water Wielder. While you hold the waterwand you know the water whip cantrip and can cast the create or destroy water spells at will. In addition, you can expend charges to cast the following spells using your spellcasting save DC:
  • Riptide (1 charge)
  • Mass healing word (2 charges)
  When you cast a spell granted to you by Water Wielder, the attack modifier, hit points restored, and/or save DC of that spell gains a +1 bonus.
  Very rare variant: The wand has 10 charges and regains 1d8 + 2. When you cast a spell granted to you by Water Wielder, the attack modifier, hit points restored, and/or save DC of that spell gains a +2 bonus. Add the following spell to Water Wielder:
  • Control water (3 charges)
  Legendary variant: The wand has 15 charges and regains 1d12 + 3. When you cast a spell granted to you by Water Wielder, the attack modifier, hit points restored, and/or save DC of that spell gains a +3 bonus. Add the following spells to Water Wielder:
  • Control water (3 charges)
  • Mass cure wounds (4 charges)

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