The Many Wonders of Shape Water


Explore every corner of this cantrip, and give your caster every tactical and roleplay advantage you can.

Overlooked cantrips are some of our favorite places to look for creative gameplay opportunities. This one covers a lot of ground. Since it has so much potential, however, it's easy for it to become a game de-railer, whether you get an overcautious GM that doesn't want things to get out of hand, or an overzealous player that wants to break the game with a low powered spell. In this episode, we hope to find a great middle ground that keeps things fun, challenging, and full of surprises.

In Kinship Camp, we consider every angle of Shape Water, from offensive and defensive capabilities, to it's abilities to deceive and delight. We've got stealth, naval combat, and even some interparty prankery. We're hoping it unlocks just the right idea for your next water wizard or deep sea sorcerer.

Then we head to Lamashtu's Breeding Pit to create a monster out of an environment. Starting with the inspiration of a villain that's really into Shape Water, we lay out the groundwork for a lair and a combat encounter that will keep the party on their toes. Icy minions, teams of wizards, and we even pull some inspiration from deep space for this one.

As always, huge thanks to the support these folks give us on our Patreon.

Chris F., ISeeSpidersWhereThereAreNone, The Senate, Lucas D., Lyla G., The GM Tim, Nevermour, Thomas W., Ty N., Heavyarms, Erik R, Aldrost, Leprecan, and Will H-P.