dnd tidal wave. Specifically, the question came up in tonight's session whether the spell Gust of Wind would extinguish the flames created by the spell Wall of Fire. dnd tidal wave

 
 Specifically, the question came up in tonight's session whether the spell Gust of Wind would extinguish the flames created by the spell Wall of Firednd tidal wave  An amphidromic point, also called a tidal node, is a geographical location which has zero tidal amplitude for one

Part One: Using a Level Five Spell Slot to Cast Destructive Wave. Tidal Wave - Recharge . Name. You can blind or deafen a foe. /level; see text. ALT. r/DnD • The reason why you enjoy Baldur's Gate 3 combat is, for the most part, ENCOUNTER DESIGN. Waves of creatures enter the field at a certain trigger. Components: V, S, M (a drop of water) Duration: Instantaneous. Dnd Paladin. Spells. Dnd 5e tidal wave. mermaids reach adulthood after 16 years, and are considered elderly by 500. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a. And that means your party can keep going longer without needing short rests and expended hit dice. About. Seeing as is it about 99% water and tidal waves material component is a drop of water. “Up to” meaning it can be less than that size. I'd say this is most appropriate. I'm not worried if the weapons features overlap with the racial features of a. Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. When you cast this spell, you create a huge wave of water that slams into one or more targets within range. With the exception of Sapping Sting (A cantrip), these are all the first level spells that can cause a target to become prone. Until the spell ends, dim light fills the cylinder. You alter time around up to six creatures of your choice in a 40-foot cube within range. The area is difficult terrain, and a creature that starts its turn there or that enters it for the first time on a turn must make a Strength saving throw. Part Three: Choosing Necrotic Damage for Destructive Wave. This site works best with JavaScript enabled. Casting Time: 1 action. Once you are in, you can select the spells that you like by clicking on the checkbokx in the left of the spell in the table, in this way, it will get. 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. Advice and final thoughts. When you reach 14th level, your dominion over water is at it's most powerful. Prismari Professor of Perfection. There are a number of spells that produce their effects by conjuring and then manipulating large volumes of water, including Watery Sphere, Tidal Wave, and Tsunami. While they still create. You conjure up a wave of water that crashes down on an area within range. You conjure up a wave of water that crashes down on an area within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. You could call it a lack of. Tidal Wave is a 3rd-level spell used to deal high damage while also knocking enemies prone. So far I don't have a lot of battlefield control so I was thinking of Tidal Wave for the prone&nbs. 5 at the end of the creature's next turn), or only 12. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. Each creature in that area must make a. . 5 if upcast to 4th level, and 14 or 16. Hey guys! So tonight at the table I was surrounded on three sides by zeds, with no way out, when I remembered I had a 1st level spell slot and didn't…Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. On a successful save, a creature is ejected. Monsters. The basic use of this spell is to duplicate any other spell of 8th level or lower. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. If for each gallon of water it takes 1 pt of damage, and two tidal waves contained hundreds (if not. I'd say this is most appropriate. On a success, a creature. tall/level. The spell ends if the creature drops to 0 hit points. Yes, natural sources of running water hurt a vampire for the listed amount of damage. RAW, wouldn't affect a ship. There are a number of spells that produce their effects by conjuring and then manipulating large volumes of water, including Watery Sphere, Tidal Wave, and Tsunami. Freedom of the Waves. /level) Effect 10-ft. Tempest gods send their clerics to inspire fear in the common folk, either to keep those folk on the path of righteousness or to encourage them to offer sacrifices of propitiation to ward off divine wrath. Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can't cast a. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. As an action, you can move the eye up to 30 feet in any direction. LukanGamer Jan 8, 2020 @ 11:18pm. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. A comprehensive list of all official Wizard spells for Fifth Edition. When choosing the creatures for a wave, the total CR of those creatures should be equal to approximately 1/2 of the original encounter strength, and never more than total CR of the original creatures. DESCRIPTION. 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. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. Thunderwave. When you cast this spell, you create a huge wave of water that slams into one or more targets within range. Classes: Cleric, Druid, Wizard. On a successful save, a. 5) Efficiency of tidal power is far greater as compared to coal, solar or wind energy. When a creature enters the spell's. A wall of water springs into existence at a point you choose within range. On a failed save, it pursues the course of action you described to the best of its ability. 4. It can move through a space as narrow as 1 inch wide without squeezing. Every class proficient with martial weapons is also proficient with simple weapons, so there would be no mechanical advantage to using a trident over a spear (unless in some unforeseen circumstance you needed the extra 1lb). The loud crashing sounds fill the target with awful pain. This thread is archived New comments cannot be posted and votes cannot be cast comments sorted by. Ships from Tomball, TX. 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. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. Both of these features happen "When you cast a spell" thus, they happen at the same time. Due to a higher Base-healing, and a higher spellpower-coefficient, Healing Wave will heal for a lot more. I'm not worried if the weapons features overlap with the racial features of a. There are quite a few water spells in the Elemental Evil Player's Companion (free, you can get the PDF from the WOTC website). The devil makes three attacks: two with its claws and one with its sting. Fireball does an average of 28 damage up front on a failed save at 3rd level, or 31. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Sleet Storm. I feel that this spell, as well as knock should have a mechanic similar to counterspell to where it can be cast at higher levels. 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. If it is Large or smaller, it is also grappled (escape DC 14). high and 500 ft. The caster unleashes a burst of energy from where they stand dealing thunder and either necrotic or radiant damage to the creatures around them. Tidal Wave - D&D 5E Spells Tidal Wave Description You conjure up a wave of water that crashes down on an area within range. /level) Area: A wave 75 ft. Price (per Sane Prices) 400 gp. Cool Items. 56 gallons according to Google. Fire is one the most prevailing elements in DnD, so it comes into manipulation quite a draw . Additionally, you gain the ability to communicate telepathically with any creature that has a swimming speed, and you. 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. Acid Resistance 5e. If there is no large, natural source of water (a river, lake, or ocean) within the spell range, you can affect only one target. The spell makes no assumptions about being cast in the air, on the ground or even in the sea itself. If no large, natural source of water (a river, lake, or ocean) exists within the spell's range, you can affect only one target. The gnome masterminds of Mount Nevermind temper their creativity with years of experience. Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. Well, the wave itself says it only affects creatures, so it seems like basically the wave crests over your target area and crashes down. Thunderwave. Going to pitch the idea to my DM to lower the spell level of destructive wave to level 3 spell from level 5. When the wall appears, each creature within its area must make a Strength saving throw. You can also use your action to temporarily halt the effect or to. On a failed save, a creature takes 6d10 bludgeoning. The sphere can hover in the air, but no more than 10 feet off the ground. Tags Free Aasimar Sorcerer/Herbalist・3D printing temp. A creature that moves out of the area falls to the ground. Compendium - Sources->Storm Lord’s Wrath. The character actions had the following effects: Inspire Troops - Give your troops advantage in the next battle. Destructive Wave: A 5th-level Evocation available to Paladins. Hill dwarf will give you some. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. DnD’s prone condition can be ended by using half of your movement speed. It has hearing and darkvision out to a range of 120 feet. Dancing Lights. You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. By RAW, the combo is impossible. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. Range: Long (400 ft. The caster creates a tidal wave, whirlpool, or waterspout in a 15-foot-radius, 10-foot-high cylinder within 120 feet of. [OC] Tidal Wave Arrow. Your Charisma score increases by 1. Freedom of the Waves requires one action to cast, with verbal, somatic, and material components. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. if the spell effect itself has a written damage component (tidal wave 4d8) then its magical damage, if it is an indirect damage (like using shatter to destroy a pillar then the roof caving in) its not magical damage anymore. On a failed save, a creature takes 6d10 bludgeoning damage, or. On a successful save, a creature takes. You conjure up a wave of water that crashes down on an area within range. A creature caught in the wall can move by swimming. Cure Wounds – 3. A wave of thunderous force sweeps out from you. Tsunami. 6) Although cost of construction of tidal power is high but maintenance costs are relatively low. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the. Reply More posts you may like. You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. A creature targeted by this spell must make a Dexterity saving throw. 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. 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 10 feet tall. Part Four: Bandits 1 and 4 Become Prone. They can be seen gathering at the surface of the water in the dead of night, reading the stars for signs of times to come. Tidal Wave ( pointer) 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M Duration: Instantaneous Casters: Druid , Sorcerer , Wizard. Also, Tidal Wave, Tsunami, and Maelstrom are all EXCELLENT spells. Duration: Instantaneous. You conjure up a wave of water that crashes down on an area within range. You conjure up a wave of water that crashes down on an area within range. You create an invisible, magical eye within range that hovers in the air for the duration. Wish is the mightiest spell a mortal creature can cast. 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. Examples of these are: Tidal wave, synaptic static, investiture of fire/ice/stone, mental prison, sunbeam, finger of death, firestorm, prismatic spray, whirlwind, abi-dalzim’s horrid wilting, incendiary cloud, sunburst are examples of these spells. Searing Ignition. Waves are going to hurt the fire elemental as that is indeed multiple gallons of water splashing it. Use spell - Cast firestorm, tidal wave, etc to lower the enemy army stats. So if you're fighting flying creatures, you can cast Tidal Wave, which imposes the prone condition, to slap flyers out of the air. Tidal Wave. Vitriolic Sphere. You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. When the save fails, the creature is hit by a short blow of 4d8 and is. Question about the tidal wave spell. Disintegrate. 3 уровень Приливная волна, вызов. You conjure up a wave of water that crashes down on an area within range. A swirling mass of 5-foot-deep water appears in a 30-foot radius centered on a point you can see within range. The spell tidal wave says: You conjure up a wave of water that crashes down on an area within range. You can either replace your background’s equipment package with another or choose to use the starting wealth optional rule for your. Level: 3; Casting time: 1 Action; Range: 120 feet; Components: V, S, M (a drop of water); Duration: Instantaneous; In the event that a tidal wave drives up onto the shore, it bargains 6d10. Unofficial Description: Create a moving wall of water that causes damage and knocks creatures proneGaseous Form. Dungeons and Dragons (D&D) Fifth Edition (5e) Spells. Shape water affects water within a five foot cube. You conjure up a wave of water that crashes down on an area within range. I think most people would probably agree that Tidal Wave counts as running water, and there's no definition of running water in D&D 5e to prove them wrong. Source: Player's Handbook. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. long”. If for each gallon of water it takes 1 pt of damage, and two tidal waves contained hundreds (if not. The water then spreads. Any creature swimming in the water as the tidal wave hits it must make a DC 30 Swim check each round to remain afloat. So my question is, can you change the. The professor can walk across water and other liquids as if they were solid ground. Castin Tidal Wave at Higher Levels I'm playing a Storm Sorcerer Water Genasi, and we have Elemental Evil as part of our campaign giving me access to the spell Tidal Wave. If you have no movement speed, you cannot get up from prone. if they are dragged into sunlight or. Range: 120 feet. The area is heavily obscured, and exposed flames in the area are doused. Choose one creature that you can see within range to make a Constitution saving throw. Tidal Surge. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Magic is an integral feature of Dungeons & Dragons, available to heroic adventurers and monsters alike. /level) Area: A wave 75 ft. D D Items. Therefore, all creatures within that area need to do a DEX saving throw. When the wall appears, each creature within its area must make a Strength saving throw. Thunderous Smite. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. Each creature in this area must be subject to agile exemption verification. For more information. Tidal Wave - DnD Wiki | Dungeons and Dragons 5th Edition (D&D 5E) Wiki. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. As you fire this arrow, you conjure a 10-foot tall, 5-foot wide wall of water that shoots forward to follow the projectile, as though you’re casting Tidal Wave. Finally, you gain resistance to cold damage, and you are unaffected by the drawbacks caused by a deep underwater environment. Tidal Wave - Recharge . For example, the you might have Gust, Thunderclap, Featherfall, Jump, Thunderwave, Gust of Wind, Levitate, Skywrite, Warding Wind, Sending, Wind Wall, Freedom of Movement, Destructive Wave, and Steel Wind Strike on the Anemo list, and you can pick a cantrip and a first level spell at 1st level, and a spell of 2nd/3rd/4th/5th level or lower at. Each creature in that area must make a Dexterity saving throw. Tidal Wave. Lesser Restoration also says it can cure "a disease", not "a disease requiring a spell of 2nd level or lower" - thus, Potion of Vitality, in being neither heal nor a disease-curing spell of 6th level or higher, cannot cure it. A wall of water springs into existence at a point you choose within range. And if you roll well, then enjoy the luck and save your spell point for the next roll. (Plane Shift: Zendikar, page 13) Your merfolk character has a number of traits in common with other members of this race. Here are the other 1st-level druid spells and my X/5 rating for each: Detect Magic – 4. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling. Compendium Your System Come To Life. Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. A swirling wave of seawater surrounds you, crashing and rolling in a 10-foot radius around your space. When the wall appears, any creature within its area must make a Strength saving throw. 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. Duration: Yes Up to 10 minutes. Destructive Wave is a 5th level damage dealing spell. Tidal Wave with 60 fps frame perfects counter. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. Dnd Paladin. Texture pack: of levels by number of frame perfects:. I'd really like to pick tidal wave, because, you know, tides and gravity. 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. If you’ve been waiting to play a necromancer until you could summon undead pets into battle, that day has finally come. Each creature in the cone must make a Dexterity saving throw. The spell Tsunami as per PHB pg. Tide, the waveblade. 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. Ghostly: Flight, better speed than the other undead options, and its attacks make the target Frightened. The area of affect is pretty large too Reply reply the_real_jesus386 • It has a bit less range than fireball, but it looks more versatile and less likely to one-shot your squishier allies lol. Tidal Wave: Flash Flood Warning. On page 125 of the MM, Fire Elementals take 1 cold damage for every gallon of water splashed on them. As an action on your turn, you can repeat the same effect or choose a different one. The tsunami starts at any point you select within range of the spell and then moves at a speed of 60 feet in any direction chosen by you. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. [OC] Tidal Wave Arrow. 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. Compendium Characters Manage Audio Token Marker Library Roll20 Companion App D&D Hub Marvel Hub GM Hub Dungeon Scrawl. Bring that into your game instead of random mechanics. You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. I think they are thinking of water sphere spell which can hover 10ft in the air. 75 on a success. As for spells, ice-based ones could fit too. The Player’s Handbook is the essential core reference for every Dungeons & Dragons roleplayer. \$\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. 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. On a success, a creature takes half as. A Vampire, MM pg. You conjure up a wave of water that crashes down on an area within range. Fantasy Props. You have resistance to acid, cold, fire, lightning, and thunder damage for the spell’s duration. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. You create a wall of fire on a solid surface within range. On a failed save, the target takes 10d6 + 40 force. Tidal Wave is a spell for 5th edition published in Xanathar's Guide to Everything . Spell Resistance: No. as the city’s great river swells in a destructive wave—sweeping away both the trials’ champion and the sacred trophy. You can choose your personality traits, ideals, bonds, and flaws from any list or come up with your own. You create a moving wall of water that can drown swimmers, swamp ships, and flood port cities. The wall lasts for the duration. We discussed the "direction". Gust of Wind makes no distinction between magical and non-magical fire so it should work on both. Here's everything you need to know about The Schools of Magic in Dungeons & Dragons. Find out the spell's components, range, duration, and saving throw requirements from Xanathar's Guide to Everything and Elemental Evil Player's Companion. 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. 5. 200. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. 1st. As far as I can tell, nothing stops someone from casting these spells underwater (assuming they are able to cast spells underwater, of course). The spell tidal wave says it can be in an area up to 30ft long and up to 10ft wide. Blog; chrisgrapolquiri1981's Ownd. An explosion of water rushes out from the point you designate, bowling over your enemies. 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. Part One: Using a Level Five Spell Slot to Cast Destructive Wave. Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. Fire is one the most prevailing elements in DnD, so it comes into manipulation quite a draw . We would like to show you a description here but the site won’t allow us. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Freedom of the Waves is a conjuration spell from Tal'Dorei Campaign Setting Reborn. 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. A subreddit dedicated to the various iterations of Dungeons & Dragons, from its First Edition roots to its One D&D future. Compendium - Sources->Journeys through the Radiant Citadel. Whichever form you choose, each light sheds dim light in a 10-foot radius. Hut of the Dark Tide – P17. You unleash a crushing wave of water in a 100 foot cone from a point you choose within 60 feet. The area can be up to 30 feet long, 10 feet wide, and 10 feet tall. The rules. Tidal wave is a wave of water thay crashes to the ground. Each creature in that area must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. The sphere remains for the spell’s duration. Half Orc - Ancestral Guardian Barbarian Riven. Most popular aasimar 3D Models. I ruled, that it had no special effect (aside from instantly killing. Ask the GM; though Xanathar's provides some optional guidance on simultaneous events. No one D&D Wizard casts spells in the same way, so it’s important that there are plenty of DnD Wizard spells for players to choose from. Best. Also, Tidal Wave, Tsunami, and Maelstrom are all EXCELLENT spells. Gust of Wind, Shatter. use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. The “burns a vampire like acid” bit is just to establish a narrative for us to understand why the running water hurts vampires (and to explain why it does acid damage). Dexterity saving throw. If the saving throw is successful, the. Tidal Wave D&D 5th Edition. Comparing some of the 3rd level Sorcerer damage spells, Fireball and Lightning Bolt seem to deal a ton of damage (8d6). Tidal Wave is a great spell when things are crowded on the battlefield. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. Part Four: Bandits 1 and 4 Become Prone. How about stronger or weaker spells that inter. 5e Prestige Class) 3. Earth Tremor – 3. An incorporeal creature isn’t affected. 5e Other. #ttrpg #pathfinder #dnd #dice #randomencounters #monster #playingcards #random #cards #dungeonsanddragons #gamemaster #game #gaming #gamer #dungeonmaster #rp. Whenever I see people talking about offensive lvl 3 spells all they talk about is Fireball or Lightning bolt. Not a super adventurous visual but its a cute idea. Tidal Wave. A wall of water springs into existence at a point you choose within range. Hit: 23 (3d8 + 10) piercing damage. Grease. This spell only allows you to control 1/5 of that, 5 cubic feet. Ice Knife – 3. I'm going to assume i didn't miss out on much. For example, tidal Wave 5e can wash away a whole nest of Fire Snakes about effortlessly. Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. Tidal Wave. You conjure up a wave of water that crashes down on an area within range. Ability Score Increase. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. The wall of water can rush forward up to 120 feet and any creature caught in the wave must succeed on a DC 15 Dexterity saving. But DnD is a game primarily about adventuring, and the option to make an area of plants overgrown is the more important option for most adventurers. Fire. Let’s say that only a 5x5x5 square of the water affects the fire elemental. If you want to play a game that *actually* is using part of DnD then go with Pathfinders or Neverwinter maybe this has really nothing much in common and is WAY easier with a semi unique armor system on top. EFFECT. The wall is opaque and lasts for the duration. Arcane Eye. You conjure up a wave of water that crashes down on an area within range. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. Cyril is a former Marine-turned-Pirate first introduced in Episode 17: G4 and a member of the Devil's Luck Pirates. 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. Saving Throw see text; Spell Resistance no. Control Water. 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. I'm playing a Storm Sorcerer Water Genasi, and we have Elemental Evil as part of our campaign giving me access to the spell Tidal Wave. Tidal Wave 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 Prismari Professor of Perfection It is the easiest to make DM specials at low levels.