After training your magic, you begin to feel a connection with the world’s water. Now, your watery attacks are stronger and you gain powers that draw on the essence of water itself.
When you cast shape water, you can choose to make an attack with it. When controlling a full 5 foot cube of water, you can shift it around at high speeds, colliding with your enemies. You can move the water up to 20 feet, but only when attacking with it in this way. You can use it to hit as many targets as you want, as long as you only move the water a total of 20 feet or less. You can shape this water however you want, whether you are shifting a cube of water around, shaping it into a whip, or anything else. It deals 1d4 + your spellcasting ability modifier of bludgeoning damage, and the target(s) must succeed on a Dexterity saving throw or be knocked prone. The damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Any other spells that use water (Tidal Wave, Maelstrom, Tsunami, etc.) deal an extra 1d4 damage.
At 5th level and higher, you can draw water from your surroundings. When casting shape water, you can summon the water used by drawing it out of the air or out of nearby plants. It takes an action to draw out the water in this way. If you are currently in a very humid area (a rainforest, fog, etc.) you can use a bonus action to draw the water out of the air instead. When drawing the moisture out of plants, they wither and die. You cannot draw water out of the air if the air is dry, and drawing out the water causes the air to become dry.
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