Waterspout
3rd-level Conjuration
Casting Time: 1 action
Range: 120 feet
Components: S
Duration: Concentration, up to 1 minute
Classes: Druid, Sorcerer, Ranger, Warlock A funnel cloud of whirling wind and salty sea mist descends in a 10-foot-radius, 40-foot-high cylinder, centered on a point you can see within range.
When a creature enters this space for the first time on a turn or starts its turn there, it must succeed on a Strength saving throw or become restrained by the waterspout.
Creatures restrained by the waterspout are lifted to hover 20 feet in the air, and take 7 (2d6) bludgeoning damage at the start of each of their turns while they remain restrained. When the waterspout moves, restrained creatures move with it. A restrained creature can try to escape by using an action to make an Athletics or Acrobatics check against your spell save DC. If the check succeeds, or the spell otherwise ends, the creature is no longer restrained by the waterspout and falls 20 feet to the ground, taking 2d6 bludgeoning damage on impact.
As a bonus action on each of your turns for the duration, you can command the waterspout to move up to 30 feet in any direction.
Source attribution and license
Silk Road's Guide to Seafaring, printed pages 193.