Level
Cantrip
Casting Time
1 Bonus Action
Range/Area
Self
Components
S, M *
Duration
10 Minutes
School
Conjuration
Attack/Save
None
Damage/Effect
Piercing (...)

You create a simple or light martial weapon made of dense magical water around a weapon hilt that you can use for melee attacks. The weapon deals the respective damage and damage type of the weapon you're choosing to recreate. The weapon must be a melee or thrown weapon.

When you reach higher levels: 5th level: You gain access to martial weapons with the two handed property, 11th level: You gain access to martial weapons with the heavy property, 17th level: The weapons you conjure are magical for the purpose of overcoming resistance if they're aren't already. In addition you deal 1d4 cold damage on each attack. 

* - (A hilt of a weapon and a drop of water.)

Spell Tags: Damage

Available For: Druid (Legacy) Sorcerer (Legacy) Wizard (Legacy) Cleric (Legacy) - Nature Domain (Legacy) Paladin (Legacy) - Oath of the Ancients (Legacy) Bard (Legacy) - College of Swords Paladin (Legacy) - Oath of the Open Sea

Mayyyooooo