Water Tendril (5e Spell)

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Water Tendril
1st-level transmutation
Casting time: 1 action
Range: Touch
Components: V, M (a body of water containing at least 10 cubic feet)
Duration: Concentration, up to 1 minute


Design Note: You may choose to replace every mention of bludgeoning damage with Water Damage if you are going by the water damage variant rule

The water you touch grows a prehensile limb-like tentacle from the point you touch, which obeys your spoken commands for the duration. You can issue a command when you first cast the spell as part of the cast time, and as a bonus action on subsequent turns for the duration. The command can be one of the following:

  • Attack. The tentacle lashes out at a creature or object you designate within 15 feet of it. Make a melee spell attack against the target. On a hit, the target takes 1d10 bludgeoning damage. The tentacle can attack a creature it is already grappling.
  • Grapple. The tentacle wraps around a Large or smaller creature within 10 feet of it. The target must succeed on a Strength (Athletics) or Dexterity (Acrobatics) check against your spell save DC or be grappled. The target can use its action to repeat this ability check to end the condition. The tentacle can only grapple one creature at a time.
  • Manipulate. The tentacle pushes, enwraps, or interacts with an object or willing creature as you designate, but lacks individual fingers or dexterity. It acts with a Strength score equal to your spellcasting ability score.

The tentacle is fixed to the body of water at the point you touch. It cannot move from that point, but will move if the body of water does. If the body of water is evaporated, frozen, or reduced to less than 10 cubic feet, the tentacle is destroyed and the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the bludgeoning damage increases by 1d10 for every two levels above 1st.


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