Conjure Water (5e Spell)

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Conjure Water
1st-level Conjuration
Casting time: 1 action
Range: Self
Components: S, V, M (a bottle or waterskin)
Duration: Concentration, up to 1 round


You open a small portal in the bottle or waterskin you are holding to the primordial Plane of Water, conjuring water that is either salty or fresh, that appears to flow from the object.

You produce 10 gallons of water, that gushes forth in a waterjet 30 feet long and 1 foot wide. As a bonus action, you can aim the jet at a creature you can see within 30 feet of you. The target must succeed on a Strength saving throw or take 1d4 bludgeoning damage and fall prone.

Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

At Higher Levels. You can cast this spell using a spell slot of 2nd-level or higher. When you do so, the amount of gallons created increase by 10 and the damage increases by 1d4 for each level of slot spent beyond the 1st.

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