Wave Guard

Today we introduce a new 1st level evocation spell that adds to the water spells already in the game; Wave Guard. Spell lists ideally offer a variety of thematically focuses to allow the creation of specialist themed characters such as the classic pyromancer, or in this case, the hydromancer. We noticed that there weren't a lot of options for a 1st level spell caster aiming for water-themed spells, so we got to work crafting one! 

So what makes a good water-themed spell? Well, let's think about what water does in a lot of media. And in real life, I guess. When shot fast enough, it hits you with blunt force; sounds like bludgeoning damage. It's pretty good at shoving you around too, whether you're getting blasted by a water gun or carried away in a current. So an interesting water spell could excel at crowd control in the form of pushing enemies around, with some solid bludgeoning damage to boot.

Enter Wave Guard, a solid watery defense for your low-level characters. The spell creates a 10-foot radius of water swirling around you. Creatures in the radius must make a Strength saving throw or take 1d8 bludgeoning damage. In addition, they can be moved to any point of your choice within the radius. This spell was actually made as an option specifically for Primal Harbinger. Spells made with martial characters in mind are in low supply, which is a shame considering the satisfaction and uniqueness of character builds that truly feel like spellcasting and martial prowess are working in tandem with one another. We hope you like the spell, and we'll see you next time. 

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Wave Guard

1st-level evocation

Casting Time: 1 action

Range: Self

Components: S, M (a liter of water)

Duration: Concentration, up to 1 minute

Classes: Druid, ranger, sorcerer, wizard

An ensnaring current of water encircles you in a 10 foot radius. The radius is considered difficult terrain, and when you cast this spell, each creature within the current makes a Strength saving throw. For the duration, if a creature starts its turn in the current, that creature makes a Strength saving throw. On a failed saving throw, that creature takes 1d8 bludgeoning damage and is knocked prone, and you can immediately move the creature to any unoccupied space within the spell’s radius.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. When you cast this spell using a spell slot of 3rd level or higher, the radius of the spell increases by 5 feet for every two slot levels above 1st.

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