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Water Breathing

Transmutation
Level: 3rd-level
Casting Time: 1 action
Range: 30 feet
Duration: 24 hours
Components: V, S, M
Materials: A short piece of reed or straw.

This spell gives a maximum of ten willing creatures within range and you can see, the ability to breathe underwater until the end of its term. Affected creatures also retain their normal breathing pattern.

Ritual

Spell Details

School: Transmutation
Level: 3
Ritual: Yes
Concentration: No
Classes: Druid, Ranger, Ritual Caster, Sorcerer, Wizard
B-Tier Highly situational utility spell with massive value in aquatic campaigns but nearly useless in standard dungeon crawls.

Player Guide

Water Breathing shines when you know an underwater encounter is coming, allowing your entire party to explore and fight beneath the waves without resource drain. Cast it before descending into water-based dungeons or settlements to maintain full combat capability underwater. The spell's true power lies in preparation and denying enemies the advantage of their native environment. However, it provides zero combat benefit in terrestrial encounters, making it a niche choice for most adventurers.

DM Tips

Use aquatic encounters sparingly or this spell becomes a mandatory preparation spell that trivializes water hazards. Consider enemies with abilities like water currents or pressure changes that bypass simple breathing to maintain challenge.