Water Walk 5e
Level 3 Transmutation • Ritual
Water Walk is a level 3 transmutation spell in D&D 5e. Casting time: 1 action, range: 30 feet, duration: 1 hour. Available to Cleric, Druid, Ranger, Sorcerer.
Casting Time
1 action
Range
30 feet
Duration
1 hour
Components
V, S, M (a piece of cork)
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 you 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.
Spellcasting & Tactical Insights
Action Economy
Standard Action • Primary turn investment.
Concentration
No Concentration • Safe to stack with persistent effects.
School Role
Transmutation: Alters properties of physical matter or creatures. Provides flexible buffs, environmental reshaping, and mobility.
Frequently Asked Questions
What level spell is Water Walk and what school does it belong to?
Water Walk is a Level 3 spell belonging to the school of Transmutation in D&D 5e.
What are the casting time, range, and duration of Water Walk?
Water Walk has a casting time of 1 action, range of 30 feet, and duration of 1 hour.
Does Water Walk require concentration or ritual casting?
No, Water Walk does not require Concentration. It can also be cast as a Ritual.
Use Water Walk in your campaign
Dungeon Manager lets you add Water Walk to your characters, reference it during sessions, and track spell slots across encounters — all free.