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    Overview

    Hey, new caster buddy—Control Water is a Situational powerhouse, rating an Excellent pick if your campaign sails the seas, dives underwater, or floods rivers regularly, but a Poor slot-filler in your standard dungeon crawl. This 4th-level transmutation lets you puppeteer freestanding water in a massive 100-ft cube (300 ft range!), picking from Flood (rise 20 ft or mega-wave), Part Water (Moses-style trench), Redirect Flow (force rivers uphill), or Whirlpool (vortex sucks 'em in for 2d8 bludgeoning). Concentration up to 10 min, switch effects as bonus action—pure tactical gold in aquatic hellscapes. But opportunity cost is brutal: that slot could be Polymorph (turn foe into frog) or Greater Invisibility (sneak city). Veterans love it for naval combos like flooding enemy decks while allies board, but 90% of tables never see water big enough to matter. Don't sleep on Whirlpool's pull (10 ft auto, then STR save vs 9 avg dmg)—it shreds mooks in deep pools. Head-to-head: Beats Tidal Wave (3rd-level single wave, 4d8) for sustained control, but Ice Storm (4th) dumps 4d6+2d8 reliably anywhere snowy. Prep if Druids/Clerics in watery Tier 2-3; Wizards, skip unless themed. Total verdict: Niche gem, not staple.

    Stat Block

    PropertyValue
    Level4
    SchoolTransmutation
    Casting Time1 action
    Range300 feet
    ComponentsV, S, M
    MaterialA drop of water and a pinch of dust.
    DurationUp to 10 minutes
    ConcentrationYes
    RitualNo
    Save/AttackSTR
    ClassesCleric, Druid, Wizard

    When NOT to Use This

    • No freestanding water in 100-ft cube—puddle fail.
    • Foes immune to STR/restrained (oozes, air elementals).
    • Concentration needed for sustained DPS (Fireball chain).
    • Party has flight/mounts ignoring terrain.
    • DM runs low-water tables—talk prep swaps.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencySituational: God-tier in 20% water campaigns (beats Polymorph utility), trash otherwise.
    Action EconomySituational
    Opportunity Cost4th slots scream Polymorph (1 min frog-lock), Banishment (banish boss), or Wall of Fire (35 dmg/turn).

    When worth the slot: Aquatic arcs, naval Tier 2 (CR 5-10 sahuagin ships).

    When NOT worth the slot: Land dungeons—prep Ice Storm instead.

    Pro Tips (Veteran Secrets)

    Tip #1: Flood shores to create instant moat/drown zone—20 ft rise submerges Medium foes (STR swim or choke).

    Why veterans know this: Turns land fights aquatic instantly; averages 3-4 rounds choke dmg (10/turn no action).

    This avoids the mistake of: Forgetting wave repeats—chain 28 ft effective push over 2 turns.

    Tip #2: Whirlpool + readied Shove: pull in, prone on fail for advantage city.

    Why veterans know this: Restrained = auto-prone prone, sets up multi-attacks.

    This avoids the mistake of: Swim-away uses action/disadv—hoard for big fish.

    Tip #3: Part Water pre-flood for dry bubble amid chaos.

    Why veterans know this: Trench + walls = mobile fortress; auto-fill traps pursuers.

    This avoids the mistake of: Not using for infiltration (silent swim-free path).

    Tip #4: Redirect rain clouds? No, needs freestanding— but mist/fog if pooled.

    Why veterans know this: RAW: ground water only; vets abuse post-rain puddles.

    This avoids the mistake of: Overreaching to 'all moisture'—DM shutdown.

    Common Mistakes to Avoid

    Casting in combat without prepped water source.

    Why it's bad: No effect = lost 4th slot + concentration (vs Evard's 28 dmg).

    Do this instead: Ritual scout or Wild Shape bird to confirm lake/river.

    Expecting damage from Flood/Part—pure utility.

    Why it's bad: No 2d8 like Whirlpool; wastes vs Blight's 8d8.

    Do this instead: Use for control/setup, follow with AoE.

    Ignoring vehicle rules in Flood.

    Why it's bad: Miss 25% capsize + carry to doom.

    Do this instead: Target Huge ships—DM rolls capsize, you win initiative.

    Swimming away from whirlpool without action economy math.

    Why it's bad: Disadv check burns turn, still pulled next.

    Do this instead: Grapple ally pull-out; Teleport as bonus.

    Usage Tips

    • Scout for large water sources pre-combat—cast from 300 ft away on a lake to Flood shores, drowning melee foes (20 ft rise = submerged, prone risks). Pair with Fly for safe vantage; Druids shine here over Wizards.
    • Part Water creates instant safe passage through floods/rivers (trench auto-fills next round)—use to extract allies or ambush from dry land. Ideal for chases; enemies waste turns swimming.
    • Redirect Flow defies physics: send rivers uphill to douse fires, flood castles, or waterfall off cliffs onto armies. Niche but clutch in sieges; flow resumes normal outside cube.
    • Whirlpool as crowd control: position vortex amid clustered enemies (25 ft pull radius), then kite. Restrained foes auto-fail Dex saves vs your AoEs; 9 dmg/turn adds up.
    • Upcast? No higher-level benefits listed, so don't—raw power scales poorly vs slot cost.

    Rules Notes

    • Freestanding water means natural bodies like rivers, lakes, oceans—not water in barrels, blood, or spells like Hydrah's breath; RAW limits to unbound H2O.
    • Flood's wave on large bodies carries Huge-or-smaller ships (25% capsize); repeats next turn—great for chain-surfing foes into hazards.
    • Whirlpool requires 50x25 ft deep water; vortex pulls 10 ft (no save), then STR save (DC your spell) or 2d8 (avg 9) bludgeoning and restrained inside.
    • All effects switchable as action; water returns to normal post-spell, no permanent change (RAI environmental tool, not terraformer).

    Synergies

    • Druid's Conjure Animals (fish/octopi swarm whirlpool victims) or Spike Growth (flood pushes into thorns for 2d4/5ft). Tempest Cleric's Call Lightning chains off wet foes (disadv on saves).
    • Wizard's Otiluke's Freezing Sphere into whirlpool: frozen chunks bludgeon extra. Fog Cloud hides your control, forcing blindsight reliance.
    • Water Genasi or Merfolk allies ignore swim penalties; Freedom of Movement on boarders while you wave-crash ships.
    • Shape Water cantrip preps tiny effects; Bigby's Hand redirects flow with you.

    Anti-Patterns

    • Avoid casting without line-of-sight water—wasted action if no lake/river in 100-ft cube. Always Ready action if scouting.
    • Don't burn concentration on tiny puddles; needs volume for impact (e.g., Flood trivial on mugs).
    • Skip vs flying/navy foes without shores—wave can't touch sky-high dragons.
    • No spamming switches early; commit to one effect 2-3 turns for payoff.

    Tactical Modules

    • Flood — When to use: Naval battles or shore fights—target enemy ships/lines to swamp with 20-ft rise or repeating wave (carries vehicles, 25% capsize).. Synergy: Push/pull spells like Thunderwave fling extras into rising water; drown archers on docks.
    • Part Water — When to use: River crossings or flooding escapes—trench path for party dash, walls block pursuit.. Synergy: Haste allies for 60 ft/turn speedrun; Dimension Door foes into reforming walls.
    • Redirect Flow — When to use: Sieges/fires—upstream river to waterfall over walls or extinguish blazes.. Synergy: Wall of Fire doused instantly; combo Gust of Wind for pressured spray.
    • Whirlpool — When to use: Deep water mob packs—suck 10 ft/turn, restrain on fail for 2d8/round.. Synergy: Spirit Guardians or Cloudkill park in vortex; auto-dex fail shreds.

    Countermeasures

    • Threat: Flying enemies above waves — Response: Switch to Whirlpool if deep water nearby; Redirect Flow uphill to mist-spray.. Fallback: Dismiss and Polymorph the biggest threat.
    • Threat: Ship-heavy naval foes — Response: Flood waves to capsize (25%) and carry into allies/reefs.. Fallback: Part Water to split fleet, isolate ships.
    • Threat: STR monsters bull-rushing vortex — Response: Position vortex near hazards (spikes, allies' readied AoE); repeat pulls wear saves.. Fallback: Flood to prone/slow first.
    • Threat: Dry land combats — Response: Pre-scout hidden streams; if none, don't cast.. Fallback: Slot-swap to Vitriolic Sphere.

    Frequently Asked Questions

    is control water good 5e

    Situational excellent in nautical/underwater campaigns; poor staple otherwise. Shines flooding ships or whirlpool mooks for 2d8/turn. Skip unless water central—prep Polymorph instead.

    control water 5e whirlpool damage

    2d8 bludgeoning (avg 9) on failed STR save when entering/starting in vortex; half on success. Objects take full each entry/round. Pulls 10 ft first (no save).

    does control water work underwater 5e

    Yes—freestanding water includes ocean depths. Whirlpool perfect for aboleth lairs; Part Water for escape tunnels. Concentration holds vs currents.

    control water vs tidal wave 5e

    Control Water better for sustained 10-min control (repeat waves); Tidal Wave (3rd) single 4d8+prone burst. Upcast Tidal rarely worth 4th slot.

    can you twin control water 5e

    No—targets area, not creatures (Twinned invalid). Use for party-wide Part Water trench instead.

    control water flood ships 5e

    Yes, Huge-smaller carried by wave, 25% capsize chance. Repeats next turn—chain to reefs/allies for wipes.

    is control water worth preparing druid 5e

    Yes for Circle of Moon/Land (coast)—naval dominance. Wizards skip; competes with Conjure Woodland.

    control water on blood 5e

    No—freestanding water only, not bodily fluids (RAW). DM fiat rare.


    Citations: api:spells/control-water

    Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.

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