Until spell ends, control any freestanding water inside the chosen area—a cube up to 100 feet. Choose from any of the following effects when you cast the spell, and as an action on your turn, repeat the same effect or choose a different one.
Flood: Cause the level of all standing water in area to rise by up to 20 feet. If area includes a shore, flooding water spills over onto dry land.
If area in large body of water, instead create 20-foot tall wave that travels from one side of the area to the other then crashes down. Any Huge or smaller vehicles in the wavepath are carried with it to the other side, and have 25% chance to capsize.
Water level remains elevated until spell ends or you different effect is chosen. If wave produced, it repeats on start of your next turn while flood effect lasts.
Part Water: Cause water in area to move apart and create a trench. Trench extends across spell area, and separated water forms a wall to either side. Trench remains until spell ends or different
effect chosen. Water then slowly fills in trench over next round until the normal water level restored.
Redirect Flow: You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool: This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature
enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage, this damage occurs each round it remains in the vortex.
Transform into a powerful nature guardian until the spell ends. Choose to asssume the form of Primal Beast or Great Tree.
Primal Beast: Bestial fur covers your body, your facial features become feral, gain these benefits:
• Your walking speed increases by 10 feet.
• You gain darkvision with a range of 120 feet.
• You make Strength-based attack rolls with advantage.
• Your melee weapon attacks deal an extra 1d6 force damage on a hit.
Great Tree: Your skin appears barky, leaves sprout from your hair, gain these benefits:
• You gain 10 temporary hit points.
• You make Constitution saving throws with advantage.
• You make Dexterity- and Wisdom-based attack rolls with advantage.
• While you are on the ground, the ground within 15 feet of you is difficult terrain for your enemies.