Water Whip

1st-level conjuration (Druid, Sorcerer)


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V, S, M (seaweed or an octopus tentacle)
  • Duration: Concentration, up to 10 minutes

You conjure water in the shape of a tentacle-like whip in your free hand The whip flows from your arm and lasts for the duration. If you let go of the whip, it disappears, but you can conjure it again as a bonus action.

You can use your action to make a melee spell attack with the whip that has a reach of 10 feet. On a hit, the target takes 3d4 bludgeoning damage, or you can choose to trip the target, dealing it no damage and knocking it prone instead.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the reach of the spell attack increases by 5 feet for each slot level above 1st. When you cast this spell using a spell slot of 5th level or higher, you can conjure a second whip in another hand as part of the same bonus action, and with two whips you can make two spell attacks using your action instead of only one.