Water Whip
1st-level conjuration
Casting time: 1 bonus action
Range: Touch
Target: --
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Sorcerer, Wizard, Druid
Subclasses: --
Drawing moisture from the air, you create a coil of water that wraps around your 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 actions. 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 one additional effect of your choice:
Drawing moisture from the air, you create a coil of water that wraps around your 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 actions. 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 one 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
Comments