Water Walk - DnD 5e stats

Water Walk

  • Casting Time: 1 action
  • Classes: Cleric, Druid, Ranger, Sorcerer
  • Components: V S M
  • Duration: 1 hour
  • Level: 3
  • Material: A piece of cork
  • Name: Water Walk
  • Range: 30 feet
  • Ritual: Yes
  • School: Transmutation
  • Target: Up to ten willing creatures you can see within range

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 you can see within range gain this ability for the duration.

If your target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.


The SendingStone review

Water Walk is a useful spell for outdoor campaigns where water is abundant. However, it has limited utility in other settings. The spell allows designated creatures to walk on water for an hour within a 30-foot range. Although it can be used creatively in certain situations such as crossing rivers or lakes, it can be difficult to find much use in urban or dungeon settings. Additionally, the material component of a piece of cork can be inconvenient to acquire, and the spell's level 3 requirement means it competes with other more powerful spells. Overall, Water Walk is a useful but situational spell.


Water Walk is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Water Walk Pathfinder edition. Want to use Water Walk in a VTT (virtual tabletop)? Try out SendingStone for free today!


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