You create a 5 ft. diameter sphere of swirling, roiling, crushing water, which appears within an unoccupied or occupied space of your choice within range, and lasts for the duration.
As a bonus action, you can move the sphere up to 30 ft. in a direction of your choice. If you ram the sphere into a creature or the sphere is summoned in a creature's space, that creature must make a Dexterity saving throw or take 2d6 points of bludgeoning damage and becomes Restrained, and the sphere stops moving for that turn (even if it had extra movement remaining). A target restrained by the sphere takes 1d6 cold damage and 1d6 bludgeoning damage at the end of each of your turns. A creature restrained by the sphere can make an additional saving throw at the end of its turns, freeing itself on a success.
While a target is restrained within the sphere, you can use your action to cause the sphere to compact, dealing 3d6 bludgeoning and 3d6 cold damage to the target.
If you move the sphere with a restrained character inside of it, the creature is moved along with the sphere. When you move the sphere, you can direct it over barriers up to 5 ft. tall, and jump it across pits up to 10 ft. wide without making an ability check.
* - (a seashell)Previous Versions
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4/7/2022 4:23:39 AM
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