TLC’s D&D 5E Homebrew: The Elements: Water

I am a huge fan of RPGs. Like actual Role Playing Games, though now typically referred to as Tabletop RPGs or Pen and Paper RPGs. I haven’t been playing for too long, being introduced with the release of the fifth edition of Dungeons and Dragons or D&D 5e, but it has thoroughly taken over my life. Being an aspiring game developer, I can’t help but come up with my own ideas for how certain mechanics should work or new ideas on less fleshed out mechanics. Dungeons and Dragons, while having a rule set, greatly encourages this type of behavior and a community of “homebrewing” has formed.

So I’d like to share a few of my ideas:

THE ELEMENTS:

Magic is a very important part of Dungeons and Dragons whether your world is filled with magic or has barely any at all. While I love your standard wizard with mastery of many elements and styles of spells I’ve always enjoyed the fantasy of the spellcaster with limited scope but insane prowess over a single element. And while there does exist the ability to buff a character’s power over a single element some elements get much better treatment than others. We’re lookin’ at you fire.

This is the first in a series where I will be creating additional spells for each element. Except fire. Enjoy and tell me what you think @STGHazard

Water:

“Water Bender” by Takumy

There are many who would consider Ice and Water to fall under the same category in terms of element. While technically similar, Ice and Water represent entirely different things. Water is the source of all life here on Earth and or your fantasy world. (probably) So a character with an affinity towards water might reflect that element in their character. Perhaps they are a maternal figure to the party, always ready to listen, heal, and protect. Perhaps they come from a desert region and their ability to create and manipulate water is considered a gift from the gods and they’re practically worshiped. You could even flip the tropes on their head and play a killer using water to forcefully drown your victims.

Either way there aren’t enough spells to fully support that fantasy. So lets get started!

I’ll also be creating a few healing spells using water magicks to help those druids who enjoyed playing a support role in earlier editions. I’m choosing to allow clerics and paladin to learn some of them too in case you wanna have a character who’s faith revolves around the concept of water bringing life. Fits well with a Life Domain Cleric or Oath of Ancients Paladin.

Torrent:

1st level conjuration
Classes:
Wizard, Druid
Casting Time:
1 Action
Range: 30ft
Duration: Instantaneous

You emit a large flow of water from your hands slamming into enemies and pushing them back 10 feet and forcing them to make a strength saving throw. If the target fails the save they are pushed back an additional 20 feet. If the targets collides into a structure they take 2d10 bludgeoning damage.
At Higher Levels:+5 feet push back and +1d10 damage per level

Aquatic Blessing:

1st level conjuration
Classes:
 Druid, Cleric, Paladin
Casting Time:
1 Action
Range: 30ft
Duration: Concentration, 1 min

You cover a willing creature in soothing waters, healing their wounds over time. While this effect is on a target they have resistance to fire damage and each time the target starts their turn they heal 1 hit point.
At Higher Levels: +1 HP per turn for additional spell level

“Water Shuriken” by Seiryuuden

Water Whip:

2nd level conjuration
Classes:
Wizard, Druid
Casting Time:
1 Action
Range: 30ft
Duration: Instantaneous

You create a whip made of water that shoves and pulls a creature to unbalance it. A creature that you can see that is within range must make a Dexterity saving throw. On a failed save, the creature takes 3d10 bludgeoning damage and you can either knock it prone of pull it up to 25 feet closer to you, On a successful save the creature takes half damage and isn’t pulled or knocked prone.
At Higher Levels: +1d10 damage for each level.
(No credit for this one. the PHB had a perfectly good water spell already in the book.)

Milo’s Aquatic Spear:

3rd level conjuration
Classes:
Wizard, Druid
Casting Time:
1 Action
Range: 30ft
Duration: Instantaneous

You condense some water in front you and shoot it foward with extremely high pressure and velocity. You must make a ranged spell attack, on hit the target takes 5d10 piercing damage. This spell ignores piercing resistances.
At Higher Levels: +1d10 damage per spell additional level.

Undersea Pressure:

4th level transmutation
Classes:
 Druid, Wizard
Casting Time:
1 Action
Range: 30ft
Duration: Concentration, 1 min

You increase the water pressure around a target that is completely submurged in water. The target must make a strength saving throw. On a failed save the target takes 2d10 bludgeoning damage, their swim speed is halved, and they take an additional 1d10 bludgeoning damage at the start of each of their turns. At the end of their turn they can make another attempt at the save. On a successful save the target takes half damage and the spell ends.
At Higher Levels: +1 HP per turn for additional spell level

“Water Elemental” By Ryky

Spring of Life:

5th level conjuration(ritual)
Classes:
 Druid, Cleric, Paladin
Casting Time:
1 Action
Range: 30ft(Self)
Duration: 1 Hour

You cover the area in a 15ft radius centered around you in  a magical oasis of life giving water. At the start of their turn creatures within spring heal for 1d8+ your spellcasting modifier.
At Higher Levels: +1d8 healing per level

One With The Waves:

6th level transmutation
Classes:
 Druid, Wizard
Casting Time:
1 Action
Range: 30ft
Duration: Concentration, 10 min

Your body becomes one with the element of water, you gain the various benefits:
– The water surrounding your body grants you resistance to fire and bludgeoning damage.
– You gain a swimming speed of 60ft and the ability to breath underwater.
– You can cast all spells involving water at 5th level or lower as a bonus action using the water forming all over you body as fuel.