Wall of Brine

4th-level conjuration

Casting Time: 1 action

Range: 120 feet

Components: V, S, M (a bit of coral)

Duration: Concentration, up to 1 minute

Classes: druid, ranger, sorcerer, wizard

You conjure a 5-foot-thick wall of seawater up to 80 ft. long with a powerful current flowing toward one side of the wall, selected by you; a creature attempting to swim against this current must spend 20 feet of movement to enter an area covered by the wall. A creature that begins its turn in the wall is ejected in the direction just before it acts. The wall provides half-cover against attacks from out of the water. The water and the currents deflect physical ranged attacks into or through the wall, unless the weapon used is exceptionally massive (such as a siege engine). A creature submerged in the wall takes the usual penalties for underwater combat. The wall blocks the passage of gases and liquids and prevents water from mixing at its edges.

When your heroes are on the hunt for fabulous treasure, they need all their abilities in tip-top shape, with an array of awesome character options tailored for every kind of campaign. In this section, you’ll find a wide array of druid circles, fighter martial archetypes, bard colleges, warlock patrons and invocations, and more, along with fantastic feats for any class.

Section 15: Copyright Notice

The Dragon’s Hoard #21 © 2022, Legendary Games; Authors Jason Nelson, Miguel Colon, Alex Riggs, Mike Myler, Robert J. Grady, Michael “solomani” Mifsud, Darrin Drader, Matt Kimmel, Scott D. Young.

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