Water Breathing
2024 Rules
- Level & School
- 3rd-level transmutation
- Casting Time
- Action or Ritual
- Range
- 30 feet
- Components
- V, S, M (a short reed)
- Duration
- 24 hours
- Classes
- Artificer, Druid, Ranger, Sorcerer, Wizard
- Source
- Player's Handbook (2024)
This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
2014 Rules
- Level & School
- 3rd-level transmutation
- Casting Time
- Action or Ritual
- Range
- 30 feet
- Components
- V, S, M (a short reed or piece of straw)
- Duration
- 24 hours
- Classes
- Artificer, Druid, Ranger, Sorcerer, Wizard
- Source
- Player's Handbook (2014)
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
Water Breathing 5.5e 2024 vs. 5e 2014 edition differences
Water Breathing popularity
How popular is Water Breathing? It is a commonly found spell in the game, but is chosen less than other options when available. This spell may be situational for many spellbooks.
- Top 50% of all 5e spells
- Top 50% of all level 3 spells
- Top 50% picked level 3 Wizard spell
- Bottom 50% picked level 3 Sorcerer spell
- Bottom 50% picked level 3 Artificer spell
- Bottom 50% picked level 3 Druid spell
- Bottom 25% picked level 3 Ranger spell
Read about how this popularity data is calculated.
Spells similar to Water Breathing
Wind Walk 6th-level transmutation
Although much higher level, it similarly enables a group to travel in an otherwise inaccessible environment for many hours.
Players prefer Wind Walk over Water Breathing
Freedom of Movement 4th-level abjuration
This touch spell grants long-lasting movement benefits to an ally and overlaps strongly with the target's druid, ranger, and artificer lists.
Players prefer Freedom of Movement over Water Breathing
Fly 3rd-level transmutation
Like the target, it gives several creatures access to an unusual form of movement and is available to artificers, sorcerers, and wizards.
Players prefer Fly over Water Breathing
Water Walk 3rd-level transmutation
Both are third-level transmutation rituals that help multiple creatures travel through or survive aquatic environments.
Players prefer Water Walk over Water Breathing
Spider Climb 2nd-level transmutation
The spell grants sustained environmental mobility to one or more creatures, with matching transmutation flavor and several shared classes.
Players prefer Water Breathing over Spider Climb
Air Bubble 2nd-level conjuration
It provides a similar 24-hour breathing adaptation, uses the same broad class group, and serves aquatic exploration.
Players prefer Water Breathing over Air Bubble