Weaponized Water
Drown
2nd-level conjuration
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M (a droplet of water)
- Duration: Concentration, up to 10 minutes
- Classes: Druid, Rift Binder, Warlock, Witch Knight Wizard
You conjure a sphere of water around the target creature's head. The creature must make a Dexterity saving throw to hold its breath before the water finishes coalescing around its head. The sphere defies gravity and logic and follows the target's head wherever it goes, deforming around obstacles if possible.
For the duration of the spell, the target creature cannot breathe or speak. The spell has no affect on creatures who do not have a head.
Water Arrows
1st-level conjuration
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: 1 minute
- Classes: Artificer, Cleric, Ranger, Rift Binder, Witch Knight
You touch a weapon within reach and have it produce limitless amounts of ammunition for when it is drawn back or reloaded. This does not negate the need to actually reload the weapon.
The ammunition is considered magical for the purposes of overcoming resistances and immunities.
Water Lance
Evocation cantrip
- Casting Time: 1 action
- Range: 15 feet
- Components: V, S, M (an archerfish)
- Duration: Instantaneous
- Classes: Artificer, Druid, Sorcerer
You shoot water out of your finger at speeds high enough for it to cut through steel. Make a melee spell attack against the target. On a hit, the target takes 1d8 slashing damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Water Whip
1st-level conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a wet piece of string)
- Duration: Instantaneous
- Classes: Artificer, Druid, Rift Binder, Witch Knight
You create a whip of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within range must make a Dexterity saving throw. On a failed save, the creature takes 2d10 bludgeoning damage, and you can either knock it prone or pull it up to 25 feet closer to you. On a successful save, the creature takes half as much damage, and you don't pull it or knock it prone.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell deals an additional 1d10 bludgeoning damage for each spell slot level above 1st.
Watery Form
3rd-level transmutation
- Casting Time: 1 action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
- Classes: Druid, Sorcerer, Wizard
You touch a creature, and that creature must succeed on a Constitution saving throw, or be transformed, along with everything it's wearing and carrying, into a watery replica of itself for the duration. The spell ends if the creature drops to 0 hit points.
While in this form, the target is immune to fire damage, and bludgeoning, slashing, and piercing damage from nonmagical weapons. Furthermore, if the target takes any cold damage, their speed is reduced to 0 until the end of its next turn.
The target loses its ability to fly, unless it can magically hover, and cannot swim. If the target enters a body of water, its form discorporates and it loses its ability to move under its own power, but can be moved by an external force, such as a current, though it treats other liquids as though they were solid surfaces. The target can pass through small holes, narrow openings, and even mere cracks.
While in the watery form, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.
At the end of each of its turns, the target can make another Constitution saving throw. On a success, the spell ends on the target.
Credits
Designed by d'Artagnan on DMs Guild, /u/dArtagnanDnD on reddit, or dArtagnanDnD on patreon and dArtagnanDnD on Twitter.
- Made with "GM Binder".
- Made with reference and for use with Dungeons and Dragons 5th Edition, created by Wizards of the Coast.