Drawing upon the malleability of water, a ring of fluid energy encircles you. When you take the attack option during this spell's duration, you may chose to instead shape this energy into a weapon, choosing from one of the following effects below.
Tidal Whip: You create a whip of water that pulls creatures like the raging tide. Make a melee spell attack on a creature within 30 feet of you. On a hit, the creature takes 2d10 bludgeoning damage, and you can pull it up to 10 feet closer to you.
Roiling Fists: You conjure a barrage of watery fists to batter a creature with the force of a tsunami. A creature that you can see that is within 10 feet of you must make a Dexterity saving throw. On a failed save, the targeted creature takes 3d6 bludgeoning damage, and you can push it up to 10 feet away from you. On a successful save, the creature takes half as much damage, and the creature is only pushed half as far.
Cresting Blades: You send scything blades of hydraulic pressure surging towards creatures within range. Make a ranged spell attack against up to three targets that you can see within 30 feet of you (making a separate attack roll for each). On a hit, the target takes 1d8 slashing damage and must make a Dexterity saving throw. On a failure, the creature is also knocked prone.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the effects of the water ring scale as follows:
Tidal Whip: For each level above 2nd, the water whip deals 1d10 more damage, and its range and pulling distance increase by 5 feet each.
Roiling Fists: For each level above 2nd, the barrage deals 1d6 more damage, and the push distance is increased by 10 feet.
Cresting Blades: For each level above 2nd, the blades deal 1d8 more damage. At 5th level, you can target up to four creatures within range, and at 8th level you can target up to five.
Comments