Characters Any Concept / Any System. You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that area must make a Tidal Wave Learn how to cast Tidal Wave, a 3rd-level conjuration spell that creates a wave of water that extinguishes unprotected flames and knocks down creatures in an area. When you cast a tidal wave in 5e, you conjure a massive wave of water that crashes down to an area you pick within range. We discussed the "direction" of Tidal Wave. g: steering the ship into the wave minimizes chance of damage. Rare Arrow. In essence it is 8 + Primary Casting Statistic Bonus + Proficiency Bonus. On a success, a creature. Choose When Waves Occur. No. Each creature in the cone must make a Dexterity saving throw. Saving Throw see text; Spell Resistance no. Spell Lists. ago • Edited 2 yr. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. More details on the Scroll of Tidal Wave can be found at Tidal Wave Spell Details Detect Magic Aura. Typically water damage is Bludgeoning damage, like getting pummeled by the waves. You can also use your action to temporarily halt the effect or to. Psychic Scream. If it takes the full brunt that's a 10x10x10 cube of water due to being a large creature which makes it 7480 gallons of water. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot. Upon completion of the spell, the tidal wave forms and moves from the starting point you designate in the direction you specify at a speed of 150 feet per round for the duration of the spell, or until it strikes land. Range: 120 feet. #1. Eye of Anguish – P15. Available Skins. A creature caught in the wall can move by swimming. Pulse Wave. Range: 120 feet. If it fails the check, it can’t move. Fire Elementals have: Water Susceptibility. " Now we're looking at Wall of Fire: "The wall is opaque and lasts for the duration. . DM rolls, and it is a tidal wave of D20s, of all different sizes and materials, clattering across the table like aggressive stone tumbleweeds, ricocheting off each other, knocking over minis, and making an ungodly racket. Control. If you cast this spell using 1 action, choose a point within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Tidal Crush. We would like to show you a description here but the site won’t allow us. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Just because I like numbers and stuff: Base Heal is 4802Damage/Effect. However, hitting more than two enemies with a line effect (even one that’s wide like Tidal Wave) can be very difficult, so it’s rare that you’ll hit more than two targets with this. On a failed save, a creature takes 4d8 bludgeoning. A dark wanderer under another response suggest "when water appear", stating that there is a sequence of event in the spell description. The damage type is almost never resisted and prone on a failed save is a strong rider, too. 5 if upcast to 4th level, and 14 or 16. Challenge 5 (1,800 XP) Water Form. The blade is a khopesh, shaped like a tidal wave and I've designed it so that a few party members can make use of the weapon. Unofficial Description: Create a moving wall of water that causes damage and knocks creatures prone. On a failed save, a creature takes 6d10 bludgeoning. Other Suggestions: tides wave tidal were tidal walk tidal ward Tidal Wave Spells You conjure up a wave of water that crashes down on an area within range. Like essentially being able to create any tools you want any time, or combining any of the spells previously named with water walk or ice platforms you create to get fly-like. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Ships from Tomball, TX. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. Tsunami. Casting Time: 10 minutes. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. While six of the game's core classes are spellcasters that are based around the use of magic, nearly each of the game's martial classes are. 法術成分: 言語,姿勢,材料(一滴水). Tidal Wave. SPELL VARIANT #1. As an action, you can move the eye up to 30 feet in any direction. I'm not worried if the weapons features overlap with the racial features of a. Tsunamis generally go unnoticed at sea but. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. The area can be up to 30 feet long, up to 10 feet wide, and up to. More importantly, your DM agreed, and its their opinion that matters. Question about the tidal wave spell. Fire. ALT. If Concentration is maintained, the only thing that ends Tsunami is when the wall reaches 0 feet in height. Part Four: Bandits 1 and 4 Become Prone. . Advice and final thoughts. When the wall appears, each creature within its area must make a Strength saving throw. 5. 10 ft wide, and. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. Description. Each creature in that area must make a Dexterity saving throw. Bite. wide. allenbot3000p • Rogue • 3 yr. Dark Tide. Gust of Wind, Shatter. Nov 6, 2015. Charm Person – 3. A surfer, for example, is able to catch a tidal wave and ride it in without a problem. Monsters. “Up to” meaning it can be less than that size. On a success, a creature takes half as much damage and isn’t knocked prone. Tags Free Aasimar Sorcerer/Herbalist・3D printing temp. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage. Ember of the Fire Giant (UA) You’ve manifested the fiery combat emblematic of fire giants, granting you the following benefits: Born of Flame. Magic Items. Until the spell ends, the aura moves with you, centered on you. It goes for 250 in all directions around it, making it an. Scroll of Tidal Wave Rarity Uncommon Type Scroll Sanity Category Consumables Relevant Page Number 200 Price Range (per DMG) 101 - 500 gp Price (per Sane Prices) 400 gp. " Now, obviously, that lets you make the wave smaller than those dimensions, but could you also change the shape of the wave, say, to snake around allies while hitting enemies, as long as the wave fits in the 30×10. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. You create an invisible, magical eye within range that hovers in the air for the duration. Built For Success gives you a d4 to add to most rolls, and resistance to poison and advantage against being paralyzed and poisoned are good defensive buffs. A leviathan has 328 Hit Points, an Armor Class of 17, and a Challenge Rating of 20. About. For more information. Part Four: Bandits 1 and 4 Become Prone. 3環 咒法系. Cure Wounds – 3. If for each gallon of water it takes 1 pt of damage, and two tidal waves contained hundreds (if not. Tidal wave is a 3rd level conjuration spell, it works on 5e, in this spell you conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Ok now I get it I was thinking more on the physical attack side. Tidal Wave Druid: Wizard: 3rd-level Conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop of water) Duration: Instantaneous. Wish. homebrew pages!DM demands you roll a d100 for the wild surge table since you have used Tides of Chaos. #ttrpg #pathfinder #dnd #dice #randomencounters #monster #playingcards #random #cards #dungeonsanddragons #gamemaster #game #gaming #gamer #dungeonmaster #rp. Best. Dnd 5e tidal wave. [1] The amphidromic points are the dark blue areas where the lines come together. Source: Xanathar's Guide to Everything. On a successful save, a. When you take the Attack action on your turn, you can replace one of your attacks with a magical burst of flame. When the wall appears, all other creatures within its area must each make a DC: 24 Strength saving throw. Each creature in that area must make a Dexterity saving throw. high and 500 ft. So Tidal Wave does count as running water. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. Control water, decanter of endless water, cleric class for healing powers and command, hold person and later geas for blood bending, and different spirirtual spells because of your bending's links to the spirit world and exorcism, robes that are shades of blue and white. \$\begingroup\$ Note that completely asides from what the rules say, this is also very varying in fiction, with some vampires fearing water to the extent that they can’t enter even a boat (despite the most famous one entering england via boat), in other stories they just can’t cross running water (so it acts more like a defensive barrier) and in yet others all forms of water are highly. Ice Wave (5e Spell) After you touch the ground, a thin sheet of ice rapidly extends forth in a 15-foot cone, then ruptures, causing spikes of ice to launch skyward. You can choose from any of the following effects when you cast this spell. When it says that the wind is blowing for the spell's duration it means that the wind is blowing for 1 minute (or until you stop concentrating on it). It does not specify a minimum area. Each creature in that area must make a Dexterity saving throw. Each creature in that area. The final wave should take almost everything the party has to stop them. Missing Patrol. The basic use of this spell is to duplicate any other spell of 8th level or lower. The moon has a load of things associated with it Gravity: at will or charge based casts of "gravity" movement spells eg. Earth Tremor – 3. As far as I can tell, nothing stops someone from casting these spells underwater (assuming they are able to cast spells underwater, of course). October 25, 1990), known professionally as Doctur Dot (or WowGr8), is an American rapper, making up ½ of the hip-hop duo EARTHGANG. Not a super adventurous visual but its a cute idea. Type: Martial Melee Weapon Cost: 5 gp Weight: 4 lbs. 4. The artificer in the party suggested placing it in a bag of holding, in hopes to contain the resulting earthquake in the extradimensional space created by the bag. A tsunami, a series of water waves in a body of water caused by the displacement of a large volume of water, although this usage of "tidal wave" is a misnomer and is disfavored by the scientific community. You’ve conjure up a wave of water spell which crashes down on an area within a specific range. Tidal Surge. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. Comments. My players don't know…Poseidon casts tidal wave, wall of water, or watery sphere. Trivia [] This was the first Logia to. You create a wall of fire on a solid surface within range. ago. Reply More posts you may like. Tidal Wave 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M Duration: Instantaneous Casters: Druid, Sorcerer, Wizard. The area can be up to 30 feet long, up to 10 feet. Find out the. A subreddit dedicated to the various iterations of Dungeons & Dragons, from its First Edition roots to its One D&D future. In D&D 5e, tridents are a martial melee weapon with the thrown property. A characteristic of Tidal Wave cubensis is its sillyness :) May produce differnent varieties of the . The Player’s Handbook is the essential core reference for every Dungeons & Dragons roleplayer. Each creature in that area must make a. As an action on your turn, you can repeat the same effect or choose a different one. Weak ass cave spiders are good, no poison though at lvl 1; some sort of stupid worm that lies there with barbs or something; I always enjoy the wandering tentacle (basically a tentacle hanging in the cave attached to a. Tidal Wave - Recharge . On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. The point must be on the ground or in a body of water. I'm not worried if the weapons features overlap with the racial features of a. Each creature in that cone must make a Constitution saving throw. Tidal Wave. The white lines are cotidal lines spaced at phase intervals of 30° (a bit over 1 hr). On a failed save, a creature takes 6d10 bludgeoning. Cleric Level. If you choose "when Tidal Wave is cast", you would cast your spell after the trigger happened and, since Tidal Wave is instantaneous, the spell effect would already have resulted and the water vanished. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Tidal Wave - Cyril's finishing move where he focuses all of his power into a single drop of water, moves it close to the enemy, then he causes it to erupt into a tidal wave, dealing significant damage (4d8). Fog Cloud, Thunderwave. So, the spell affects an area "up to 30 ft long,. A subreddit dedicated to the various iterations of Dungeons & Dragons, from its First Edition roots to its One D&D future. If the saving throw is successful, the. Dnd 5e tidal wave. Just put a +1 into whatever you want the monster to be good at. Dnd 5e Homebrew. + 40 ft. For example, Dungeons & Dragons® is a trademark[s] of Wizards of the Coast. ) A tsunami is an ocean wave triggered by large earthquakes that. Tidal Wave has the following relevant passage "The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it. Tidal Wave has the following relevant passage "The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it. Go to DnD r/DnD. And every creature that fails the save is. The tidal wave is 75 feet high (regardless of the caster's level), and 100 feet long per level of the caster. Each creature in that area must make a. Merrows are the classic fish people in D&D, even before 5e. You’ll think of a water wave that falls in an area within range. On a successful save, a creature is ejected. A druid can cast a concentration spell like flame sphere, wild shape and keep the spell going; so even a moon druid can do some CC. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. You point at a place within range, and a glowing 1-foot ball of emerald acid streaks there and explodes in a 20-foot radius. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. Comparing some of the 3rd level Sorcerer damage spells, Fireball and Lightning Bolt seem to deal a ton of damage (8d6). Combine this with water walk giving the whole party. Yes, natural sources of running water hurt a vampire for the listed amount of damage. You teleport yourself to an unoccupied space you can see within range. Each creature in that cone must make a Constitution saving throw. The spell creates a symphony of harsh sounds that only the target of the spell is able to hear. Hut of the Dark Tide – P17. I need your opinions on balancing (and a better name) for a homebrew magical item that a water genasi bandit will weild. It can move through a space as narrow as 1 inch wide without squeezing. The blade is a khopesh, shaped like a tidal wave and I've designed it so that a few party members can make use of the weapon. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8. Each creature in that area must make a. Definitely changes a lot about the battlefield, and since a lot of enemies in DnD are just running bags of meat, it’s really good in the right situation. Let’s say that only a 5x5x5 square of the water affects the fire elemental. That's before getting to the fluff, non-combat things about being able shape and control water and ice. Each creature in that area. Range: 120 feet. Each creature of your choice. It is far more fun to roleplay out your charismatic Bard's natural talents than relying on this cantrip. tall/level. D D Items. g: steering the ship into the wave minimizes chance of damage. For example, if arcane lock is cast with a 9th level spell slot, a 9th level knock will be needed to be cast in order to unlock it, and if cast at a lower level, an ability check using your spellcasting ability would need to be made. Casting Time: 1 action Range: 120 feet Components: V, S, M (clay and water) Duration: Instantaneous You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects. 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop of water) Duration: Instantaneous You conjure up a wave of water that crashes down on an area within range. The. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. Find out the spell's components, range, duration, and saving throw requirements from Xanathar's Guide to Everything and Elemental Evil Player's Companion. What follows is the set of rules I believe should be followed in this instance; and what is intended by the spell, or what we call RAI. You create a wall of fire on a solid surface within range. You could possibly also say that it does cold damage from the chill of the ocean. Tidal Wave (Open in new window) 3: Conjuration: 1 Action: No: No:. * - (a. Attack Generals - 2 rounds of combat vs the generals using their characters to attempt to weaken their influence on their forces. ago • Edited 2 yr. Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. Unlike most other spells, the Tsunami 'wall' moves 50ft away from you each round, no questions. Tidal Wave. One of the players came with an idea of using Tidal wave, but instead of using normal water, he used holy water, hoping to deal extra damage. Ashe. Each creature in that area must make a Dexterity saving throw. . There are plenty of ways to make a Wisdom-based ranged attack as an action, so in Archer form you can make two Wisdom-based ranged attacks on each of your turns. Here are the other 1st-level druid spells and my X/5 rating for each: Detect Magic – 4. Compendium - Sources->Journeys through the Radiant Citadel. Age. The sphere remains for the spell’s duration. 5e Prestige Class) 3. You attempt to beguile a creature that you can see within range. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. Elemental Guardian – P18. 3rd-level conjuration. Range: Self (5-mile radius) Components: V, S, M (burning incense and bits of earth and wood mixed in water) Duration: Concentration, Up to 8 hours. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. The elemental can enter a hostile creature's space and stop there. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. It has hearing and darkvision out to a range of 120 feet. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Unofficial Description: Create a moving wall of water that causes damage and knocks creatures proneOn a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier. If you choose a swell, you create a more controlled and gentle 5-foot-high wave that lasts for 1 hour per level. Both of these features happen "When you cast a spell" thus, they happen at the same time. If you have no movement speed, you cannot get up from prone. D&d Online. Disciple of the Spirit Wave (3. The wall lasts for the duration of the spell. Tidal Wave ( pointer) 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M Duration: Instantaneous Casters: Druid , Sorcerer , Wizard. If the ocean is choppy, or the ship is making large waves, then you could rule that the fire elemental will be splashed with a wave, even if its essentially floating above the surface, supported by the steam that it's creating. Casting Time: 10 minutes. DND-spells. The pushback lasts 1 minute or until your concentration is broken. Tidal wave was an arcane spell that created a huge destructive wave in a large body of water. Wrecks – P20. 10 ft tall. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. If you choose a swell, you create a more controlled and gentle 5-foot-high wave that lasts for 1 hour per level. Allies hit gain double the effect of Surging Tides. For example, tidal Wave 5e can wash away a whole nest of Fire Snakes about effortlessly. Dexterity saving throw. If you choose a tsunami, you create a 30-foot-high tidal wave of earth or water hurtling across the landscape that lasts for 1 round per level. You can choose your personality traits, ideals, bonds, and flaws from any list or come up with your own. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. A subreddit dedicated to the various iterations of Dungeons & Dragons, from its First Edition roots to its One D&D future. ago. Bards often have very high Charisma attributes by default, so the advantage to their roll feels a little unnecessary. The white lines are cotidal lines spaced at phase intervals of 30° (a bit over 1 hr). Bludgeoning. Your Charisma score increases by 1. Tidal Wave ( pointer) 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M Duration: Instantaneous Casters: Druid , Sorcerer , Wizard. On a successful save, a. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of its next turn. The area can be up to 10 metres long, up to 4 metres wide, and up to 4 metres tall. wide. Here's everything you need to know about The Schools of Magic in Dungeons & Dragons. It can be found on page 22 of the Elemental Evil Player's Companion and page 168 of Xanathar's Guide to Everything . Tempest Domain Spells. (It’s likely higher because elementals are. " Now, obviously, that lets you make the wave smaller than those dimensions, but could you also change the shape of the wave, say, to snake around allies while hitting enemies, as long as the wave fits in the 30×10. 施法時間: 1個動作. Casting Time: Action. A tidal wave spell has a total area of 3000 cubic feet of water. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a. You conjure up a wave of water that crashes down on an area within range. " The duration for Wall of Fire is set as "Concentration, up to one minute". When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. You unleash a crushing wave of water in a 100 foot cone from a point you choose within 60 feet. Upon completion of the spell, the tidal wave forms and moves from the starting point you designate in the direction you specify at a speed of 150 feet per round for the duration of. 5e Creatures 3. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. Until the spell ends, dim light fills the cylinder. On page 125 of the MM, Fire Elementals take 1 cold damage for every gallon of water splashed on them. Searing Ignition. Tidal Wave Search Results Returning 31 results for 'Tidal Wave'. Part Two: Bandits 1 and 4 fail, but Bandits 2 and 3 Succeed. ago. Hill dwarf will give you some. Like essentially being able to create any tools you want any time, or combining any of the spells previously named with water walk or ice platforms you create to get fly-like. Tidal waves are waves created by the gravitational forces of the sun or moon, and cause changes in the level of water bodies. And if you roll well, then enjoy the luck and save your spell point for the next roll. In terms of damage and scope, it was one of the most powerful spells known in the Realms since Mystra's Ban in the Year of Sundered Webs, −339 DR. The target must make a Wisdom saving throw. Tidal Wave. They can choose which creatures have to make the saving throw, those they do not choose do not take any damage. It can be cast immediately and can be cast up to a range of 60ft. On a failed save, the creature takes 6d10 bludgeoning damage. Freedom of the Waves is a conjuration spell from Tal'Dorei Campaign Setting Reborn. Assuming Tidal Wave creates the entire wave within the sphere, as Tidal Wave creates 3000 sqft of water and a sphere of Force would be about 600 sqft, he would be instantly crushed as the pressure would be equal to diving about 300 feet in a single second, which subjects you to around 90-100 PSI of pressure. When you cast this spell, you create a huge wave of water that slams into one or more targets within range. Multiattack. Shape water affects water within a five foot cube. You conjure up a wave of water that crashes down on an area within range. On a success, a creature takes half as. There are no second level spells that have the specific effect of making the target go prone. Destructive Wave is a 5th level damage dealing spell. Grease. Languages Aquan. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A wave of thunderous force sweeps out from you. This sourcebook provides you the tools and tips to help create your characters, equip them, and send them out into the world. Summon undead is notably the only Necromancy spell in the Summon Creature Spells category. /level) Area: A wave 75 ft. DnD Spells List enables your to create your own spellbook for your character! Click on the "Create your Spellbook" red button in the top of the table to enter in spellbook selection mode. Dust Devil. Part One: Using a Level Five Spell Slot to Cast Destructive Wave. Upon completion of the spell, the tidal wave forms and moves from the starting point you designate in the direction you specify at a speed of 150 feet per round for the duration of the spell, or until it strikes land. Tryndamere. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Summons a massive Tidal Wave that knocks up, slows, and damages enemies. Description. It costs 1 action, and can typically only be used by Bards. 5 on a failed save (25 up front, 12. 5e Other. The devil makes three attacks: two with its claws and one with its sting. Tidal Wave 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M Duration: Instantaneous Casters: Druid, Sorcerer, Wizard. Each creature in the elemental's space must make a DC 15 Strength saving throw. This spell only allows you to control 1/5 of that, 5 cubic feet. This spell took thirty minutes to cast and was so taxing on the caster that he or she could not channel magical. Step 3. Tidal waves usually move between 10 and 20 miles per hour. How flexible is Tidal Wave's aoe? 5th Edition. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. E. The area can be up to 30 ft long, up to ten feet wide, and up to ten feet tall. The rules. Apr 6, 2020. A user asks how the Leviathan's Tidal Wave action affects objects in D&D 5e, a CR20 siege monster that can create a wall of water and deal damage to them. If you're using the Xanathar's Guide rules for falling, and the creatures don't have a magical flying speed or the ability to hover, the immediate fall can deal up to 12d6 extra damage. Components: V, S, M (a drop of water) Duration: Instantaneous. , one target. But there is a saving grace in Wave from the DMG as it is likely the most powerful weapon in all of official D&D 5E. At Higher Levels. , passive Perception 10. On a failed save, the creature is pushed 10 feet away from you and its. You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. Tidal Wave. Tidal Wave - D&D 5E Spells Tidal Wave Description You conjure up a wave of water that crashes down on an area within range. Druid, Wizard. Until the spell ends, that area is difficult terrain, and any creature that starts its turn there must succeed on a Strength saving throw or take 6d6 bludgeoning damage. Tidal Wave is a spell for 5th edition published in Xanathar's Guide to Everything . While in this form, the target’s only method of movement is a flying speed of 10 feet. Thunderwave. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Components: V, S, M (a drop of water) Duration: Instantaneous. Now, that said, there's a reason to suspect it might hurt a vessel, you're dumping a ton of weight at it and it. Circle of the Ocean Spells Druid Level Spells 3rd mirror image, misty step 5th tidal wave, wall of water 7th control water, watery sphere 9th maelstrom, drown* Blessing of the Sea At 2nd level, your affinity to the sea grants you the ability to dwell within it. An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. The wall lasts for the duration. Cyril is a former Marine-turned-Pirate first introduced in Episode 17: G4 and a member of the Devil's Luck Pirates. The wall lasts for the duration. Cyril is a young man of average height with. 10 ft wide, and. Casting Time: 1 action. I'd say this is most appropriate.