Watery Twin (5e Spell)
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|Casting time:||1 action|
|Duration:||Concentration, up to 1 minute|
You conjure an elemental duplicate of yourself in an unoccupied space within range. The duplicate has the same statistics as you, with the following exceptions:
- It only has half your hit points.
- It has none of your equipment.
- It cannot cast spells.
- It has a swim speed equal to twice your land speed.
- It has resistance to nonmagical bludgeoning, piercing, and slashing damage, and immunity to acid, poison, and water damage. It is immune to exhaustion as well as to the grappled, paralyzed, petrified, poisoned, prone, restrained, and unconscious conditions.
- Its AC is equal to 10 + your Dexterity modifier + your spellcasting ability modifier.
Your watery twin can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
As a bonus action, you can mentally command your watery twin if it is within 500 feet of you. You decide what action your twin will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, your twin only defends itself against hostile creatures. Once given an order, your twin continues to follow it until its task is complete.
Your watery twin can use its action to make two slam attacks or one water bolt attack.
Touch: Its touch is a melee spell attack which deals 4d8 water damage.
WaterBolt: Its water bolt attack is a ranged spell attack with a range of 150 feet which deals 4d10 water damage. If the target is a creature, it must make a Strength saving throw or be pushed 15 feet and knocked prone.