S.3.TW Tidal Wave - JulTob/DnD GitHub Wiki

Tidal Wave

Level: 3rd
School: Conjuration
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a drop of water)
Duration: Instantaneous

Description:

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.

  • Area of Effect: The wave can affect an area up to 30 feet long, 10 feet wide, and 10 feet tall.
  • Damage: Each creature in the area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.
  • Water Effects: The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

Higher Levels:

  • No additional effects: This spell does not have additional effects when cast using higher-level spell slots.

Notes:

  • Crowd Control: This spell is effective for controlling groups of enemies, especially in tight spaces, due to its ability to knock targets prone.
  • Environmental Impact: The water can extinguish unprotected flames within the area, making it useful in specific situations where fire needs to be controlled.
  • Strategic Placement: Consider the placement of the wave to maximize its effect, both in terms of damage and knocking enemies prone.

Source: Xanathar's Guide to Everything