Talk:Water Tendril (5e Spell)
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Quality Article Nomination[edit]
Please feel free to re-nominate it once it meets the QA criteria and when all the major issues brought up in this nomination have been dealt with.
- Comment. This article is inherently designed around the Water Damage variant rule, and is thus less compatible with 5e as a whole. Following the noted suggestion and simply using bludgeoning damage in its place is all well and good, but it introduces an inherent obstacle in the article's usability. --Nuke The Earth (talk) 09:41, 4 November 2021 (MDT)
- I think the use was more for grabbing and the water damage thing was an add-on. At least, that's what I thought the tendril part of the name to mean. It seems like an amalgam of lower level cantrips (shape water, mage hand) with damage slapped on.--Yanied (talk) 09:44, 4 November 2021 (MDT)
- The spell was inspired by something morpha could do, based mostly on arcane hand, and made to provide more spells for any aquamancer-type (sub)class. Plus it seemed more unique than yet another elemental damage spell. You can see from the edit history that the water damage was tacked on later.
- The biggest problem with the current version of this spell in my opinion is that unless you summon water (or the campaign is seafaring), there might be few times when you even can use this spell. It's not a ritual nor would it work practically as one, so it can't be excused with the same logic as something like water breathing or water walk. If I were to remake it, I'd have casting the spell on water give it some kind of advantage (or a lack of some disadvantage) but not make it a requirement. - Guy 16:49, 6 May 2022 (MDT)
- Building on this, I'd suggest allowing the tendril to move along whatever body of water it's cast on, similar to how a spiritual weapon behaves, leaving it anchored to the spot it was cast from only if it was not cast on a body of water. --Kappatechy (talk) 00:49, 17 February 2023 (MST)