Level
1st
Casting Time
1 Bonus Action
Range/Area
Self
Components
V, S
Duration
Concentration 1 Minute
School
Conjuration
Attack/Save
STR Save
Damage/Effect
Combat (...)
Drawing moisture from the air, you create a coil of water that wraps around you arm. The Water Whip takes a free action at the end of each of your turns until the spell ends. You mentally command the water to attack a creature within range otherwise the water takes no action. Make a melee spell attack against the target. On a hit, the target takes 2d4 cold damage and if the creature is Large or smaller, the target must succeed on a DC 12 Strength saving throw or suffer an additional effect of your choice:
  • The target is knocked prone
  • The target is pulled 5 feet towards you
  • The target is pushed 5 feet away from you
 

Spell Tags: Damage Control Combat

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy)

danthomas148

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