Water Breathing

A
Utility

Water Breathing is a Utility spell. Utility spells solve problems outside of combat or provide unique situational advantages.

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spell that lets
multiple creatures

Water Breathing is a Multi Target spell. Multi Target spells have an area of effect or can explicitly target multiple allies or enemies.

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breathe underwater and enjoy underwater
mobility

Water Breathing is a Mobility spell. Mobility spells augment or allow for new ways of moving.

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while keeping their normal 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

It gained the Ritual tag. The target wording also changed: in 2024 you choose up to ten willing creatures within range, and they no longer have to be creatures you can see.

Water Breathing popularity

Water Breathing is a commonly chosen level 3 spell. Choosing it adds an established option to your spellbook.

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.