Water Walk
Level 3 · Transmutation
- Ritual
Water Walk (cleric, druid, ranger, and sorcerer) casts from a 3rd-level slot in the transmutation school. Cast time: Action. Range 30 feet, components V/S/M, duration 1 hour. Material: a piece of cork. Marked ritual. Effect: This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat).
Stat Block
- Level
- 3
- School
- Transmutation
- Casting Time
- Action
- Range / Area
- 30 feet
- Components
- V, S, M
- Duration
- 1 Hour
- Ritual
- Yes
- Concentration
- No
- Classes
- Cleric, Druid, Ranger, Sorcerer
- Material
- a piece of cork
Description
This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures of your choice within range gain this ability for the duration. An affected target must take a Bonus Action to pass from the liquid's surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.
5e (2014) vs 2024 changes
This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.
Doungim Lore
School Fit
Transmutation spells edit the parameters of a fight. Haste doubles speed; Slow halves it. Enlarge changes a body's category; Reduce shrinks it. Water Walk is Transmutation because the spell rewrites a property of a body, an object, or terrain. 3rd-level slots become common enough that Water Walk can be cast in two or three encounters per long rest.
Class Fit
- Cleric: At tier 1 a Cleric has maybe four prep slots; Water Walk is competing with healing options for that limited count. 30 feet is enough range that Water Walk doesn't pull the caster forward.
- Druid: Druids prepare Water Walk from the full list each day, but the Wild Shape economy means prep cycles look different from a Cleric's. Water Walk reaches 30 feet, which lets the caster stay clear of the front line.
- Ranger: Beast Master Rangers want spells that don't compete with the companion's command action. Water Walk earns its slot if it doesn't tie up the Ranger's turn. At 30 feet, Water Walk stays usable from the caster's typical positioning.
- Sorcerer: Draconic, Wild Magic, Aberrant Mind, Clockwork Soul, and Lunar Sorcerers each get subclass-bonus spells. If Water Walk is already on the bonus list, save the known-spell budget. The 30-foot range on Water Walk leaves room for the caster to stay in the back line.
Related Spells
Frequently Asked Questions about Water Walk
- What level spell is Water Walk?
- In D&D 5e, Water Walk is classified as a level 3 spell of the Transmutation school. Available classes: Cleric, Druid, Ranger, Sorcerer.
- What is the range of Water Walk?
- Water Walk has a range of 30 feet from the caster.
- How long does Water Walk last?
- Water Walk sticks for 1 hour. Concentration is not required, so the caster's concentration slot stays free.
- What components and casting time does Water Walk need?
- To cast: the components are V, S, M. Additionally, Material component: a piece of cork; Water Walk can be cast as a ritual: an extra 10 minutes of casting time, no spell slot consumed.