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
- Druid, Ranger, Sorcerer, Wizard
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
- Range
- 30 feet
- Components
- V, S, M (a short reed or piece of straw)
- Duration
- 24 hours
- Classes
- Druid, Ranger, Sorcerer, Wizard
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
Water Breathing is a commonly chosen level 3 spell. Choosing it adds an established option to your spellbook.
- Top 50% level 3 Druid spell
- Top 50% level 3 Ranger spell
- Bottom 50% level 3 Sorcerer spell
- Bottom 50% level 3 Wizard spell
Spells similar to Water Breathing
Water Walk 3rd-level transmutation
It's the same level and school and lets multiple creatures traverse a hazardous environment for an hour, so it's the closest analogue for environmental movement/respiration magic.
Fly 3rd-level transmutation
Also a third‑level transmutation that grants a mobility ability to multiple willing creatures for a limited duration, serving a comparable tactical role.
Gaseous Form 3rd-level transmutation
A level‑3 transmutation that gives creatures an alternate form to survive or move through difficult terrain, making it conceptually similar despite requiring concentration.
Freedom of Movement 4th-level abjuration
It doesn't change respiration but it grants multiple allies freedom to move through restrictive environments, matching the utility/mobility intent of the target spell.
Meld into Stone 3rd-level transmutation
A third‑level ritual transmutation that adapts willing creatures to an environmental feature for an extended period, echoing the environmental‑survival utility of the target.