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Medium and small mounts cannot be used. 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. Creatures and objects that are fully immersed in water have resistance to fire damage

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A humanoid dropping prone could get that benefit in like, a foot of water (clearly not a way to fight effectively) 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 A hydra might need 10 feet of water to get the same benefit.

As you say, there is no inherent mechanic (that i know of) for being swept away by a strong current

However you can take inspiration from the whirlpool effect of control water which says Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. 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.

Sooner or later, you end up fighting in the water Or being held under the surface So how does that work in 5e? Water affects a creature’s armor class, attack rolls, damage, and movement

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In some cases a creature’s opponents may get a bonus on attacks

The effects are summarized in the accompanying table They apply whenever a character is swimming, walking in chestdeep water, or walking along the bottom. Drinking water and resistance or immunity to fire can allow you to automatically save against the dc, while wearing heavy armor or clothing gives you disadvantage on it. The travel speeds given in the travel pace table assume relatively simple terrain

Roads, open plains, or clear dungeon corridors

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