1st-level manipulation

Activation Time: 1 action
Range: Touch
Duration: Instantanious

You cause a target creature which requires water to become incredibly thirsty. You must make a successful melee power attack. The target is allowed a Constitution saving throw to avoid the effect. Until the target drinks 1 gallon of water (requiring 2 standard actions), it has disadvantage on attack rolls and ability checks.

Even if the target succeeds at its saving throw, it requires double the amount of water over the next day to avoid exhaustion.

Normally, a character needs one gallon of water per day, or two gallons per day if the weather is hot. A character who drinks only half that much water must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion at the end of the day. A character with access to even less water automatically suffers one level of exhaustion at the end of the day.

If you target a creature comprised of water, such as a water elemental, you have advantage on the attack roll. On a hit, the target takes 1d8 + your power ability modifier fire damage, and it can’t take reactions until the start of its next turn.

At Higher Levels. The power’s damage against watery creatures increases by 1d8 when activated with a 3rd level slot to 2d8, at 6th level to 3d8, and 9th level to 4d8.

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