Tlaloc's wisdom and powers over rain and thunder sound in your mind. From now until the start of your next turn a magic rain will fall heavily in a 60 ft. cube around you, while it is happening and 5 minutes after it stop, the battlefield and all creatures inside will get wet. A creature that enters the area while the rain is active time will also become wet, but if it does once the rain is gone, it will not. This can be done twice per long rest
A wet battlefield comes with many implications for battle and the type of terrain, thus also affecting movement.
"Water is conductive". If a creature knows that electricity flows better in water and can adapt it to its battle style, their lighting spells or attacks will recieve a series of buffs when used on wet ground or targets.
- Any AoE lighting spell will recieve +5 ft. of range and 1d8 of extra damage when cast on wet ground
- Any single target lighting spell cast against a wet creature will gain an extra 1d8 of damage and will try to chain to other targets. Chaining works as follows: when the first creature is hit and there is another wet creature withing 5 ft. of it, electricity will jump towards the second creature. The second creature must succeed on a DEX saving throw (8 + your proficiency bonus + your Wisdom modifier) upon a fail, it will recieve a full 1d8 of damage and the lighting will try to jump to a third creature, with a maximum of 4 creatured. The jumps will have priority on creatures that are enemies to the caster of the original damage. If allies of the original caster where the only target they can use their reaction to succeed on the save automagicly.
"Slippery when wet". Different kinds of terrain will have multiple reactions to being wet (at the DM's discretion)
- Dirt will become mud, mud is difficult terrain and if nocked prone, becomes impossible to move.
- Stone will just be wet.
- Metal will become slippery, every 10 ft. of movement while walking or running may make a creature fall down, and the creature must succeed on a DEX 12 saving throw or fall prone.
- Any pre-existent body of water could grow in size.
"Drying" The wet condition last for 5 minutes, any fire damage to a wet creature will be mitigated by 1d4 and the creature will become dry.
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