Each creature in the area must succeed on a Strength saving throw. Pinterest. The spell makes no assumptions about being cast in the air, on the ground or even in the sea itself. The language on the Shape Water spell. " 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 sphere’s space is difficult terrain. Shape water cantrip can coat the weapon for an hour. You gain a +3 bonus to attack and damage rolls made with this magic weapon. The spell reads as follows: 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 Dexterity saving throw. Finally, a new chapter in our transformation abilities. 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). Dungeons and Dragons (D&D) Fifth Edition (5e) Monster - Gargoyle - The inanimate gargoyles that perch atop great buildings are inspired by these malevol. Metamagic Options A Sorcerer uses transmuted spell 3rd-level sorcerer feature When you choose Metamagic options, you have access to the following additional options. Tidal Wave is a spell for 5th edition published in Xanathar's Guide to Everything. Level 9 – imprisonment, time ravage, and foresight are a few of the many options available for twinned spell 5e. Ships from Germany. You conjure up a wave of water that crashes down on an area within range. ). The humanoids must be within 30 feet of each other when you target them. Components: V, S, M (a drop of water) Duration: Instantaneous. This is perfectly usable underwater. Tidal wave was an arcane spell that created a huge destructive wave in a large body of water. While in this form, the target's only method of movement is a flying speed of 10 feet. ago. Tidal wave 5e. If it fails the check, it can’t move. Boon of Luck 1d10; Boon of Peerless Aim +20 (Ranged spell, attacks only) Enhanced Arcane Focus +1 to +2The 3rd level spell Tidal Wave does bludgeoning damage. Eragon3942. On a successful save, a creature is ejected. Range: 120 feet. 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. The devil makes two attacks with its chains. Tidal Wave (Recharge 6). Hit: 11 (2d6 + 4) slashing damage. Here are all the ways to increase your spell attack bonus in DnD 5e: Any Spellcaster Class. Tsunami. At Higher Levels. Dnd Paladin. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Creatures that fail the dex save: the target. The suggested course of action can continue for the entire duration. The elemental regains spent legendary actions at the start of its turn. 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 successful save, a. A creature that moves out of the area falls to the ground. use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Fire. Spell description. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8. Fireball does an average of 28 damage up front on a failed save at 3rd level, or 31. Step 3. How about stronger or weaker spells that inter. It's absolutely on par with other powerful third level spells. Otherworldly Perception. antimagic pulse in a 300-foot-radius sphere centered on yourself. A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. And if you roll well, then enjoy the luck and save your spell point for the next roll. So I'm playing a Variant Tiefling (winged) chronurgy wizard, and I was wondering about Pulse Wave's interaction with flight. You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. Consider the situation: Here, our big red creature moves five feet south. Tidal Wave, 3rd level Conjuration (Druid, Sorcerer, Wizard). ago. A spell’s description specifies its area of effect, which typically has one of five different shapes: cone, cube, cylinder, line, or sphere. Note that you can also filter and sort them, and generate your own PDF using the SPELLS application. By School: Abjuration · Conjuration · Divination · Enchantment · Evocation · Illusion · Necromancy · Transmutation. You alter time around up to six creatures of your choice in a 40-foot cube within range. Tidal Barrier. Melee Weapon Attack: +8 to hit, reach 10 ft. False Appearance. A wave of thunderous force sweeps out from you. Each non-hostile creature in the aura (including you) can’t become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following. The pulse has the following effects: Magic Item Disjunction. Tidal Wave. Source: Xanathar's Guide to Everything. You’ll think of a water wave that falls in an area within range. If you don't have that, I'd recommend Entangle. (It’s likely higher because elementals are. Over the surface of open water, the wave travels at a speed of 60 feet per round—on land or. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Druid, Wizard. You can choose from any of the following effects when you cast this spell. Components: V, S, M (a drop of water) Duration: Concentration, up to 10 minutes. One character dying sounds like it was just the right amount of challenge. It can pinpoint such a creature that is moving. The section of the rules on targets makes clear that targeted. The creature automatically fails Strength and Dexterity saving throws. Description. , swim 120 ft. The sphere spreads around corners, and its area is heavily obscured. The wall lasts for the duration. 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. r/DnD • The reason why you enjoy Baldur's Gate 3 combat is, for the most part, ENCOUNTER DESIGN. E. I think they are thinking of water sphere spell which can hover 10ft in the air. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. You’ll think of a water wave that falls in an area within range. On a success, the spell ends. 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. D D Items. Earth Tremor – 3. Can the Tidal Wave spell trigger a vampire's weakness to running water? dnd-5e; undead; Share. When the wall appears, each creature within its area must make a Strength saving throw. Spells that have multiple targets, but don’t affect an area, are included in this list. Source: Xanathar's Guide to Everything. Flaming Sphere. They can choose which creatures have to make the saving throw, those they do not choose do not take any damage. Advice and final thoughts. Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. When the wall appears, all other creatures within its area must each make a DC: 24 Strength saving throw. Each creature in that cone must make a Constitution saving throw. It moves precisely 50ft and only 50ft. ahead of the ship. You conjure up a wave of water that crashes down on an area within range. So I’ve been wondering on this, if one were to make a D&D campaign in the world. Challenge 5 (1,800 XP) Water Form. " Ergo, is it possible to cast Water Walk on oneself, and then cast the flood feature of Control Water and ride a massive wave across the ocean, quite literally turning the. Trampling Charge. You will never need another set of DnD Spell Effects! Fireball, Lightning Bolt, Web, Cone of Cold, Burning Hands, Fear, Dragon Breaths, Faerie Fire, Moonbeam, Tidal Wave, Wall of Fire, Thunderwave, Buff Tokens, Inspiration. D&D Beyond - Dungeons & Dragons Fifth Edition Tools, Rules, Races. 法術成分: 言語,姿勢,材料(一滴水). Nov 6, 2015. Thunderwave. ALT. There is a ritual coming up called the "Nissoku ritual" where the portal will be possible to be opened. 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 Dexterity saving throw. Part Two: Bandits 1 and 4 fail, but Bandits 2 and 3 Succeed. Each creature in this area must be subject to agile exemption verification. You create a wall of fire on a solid surface within range. The caster unleashes a burst of energy from where they stand dealing thunder and either necrotic or radiant damage to the creatures around them. It does not move 'up to' 50ft. Challenge 1/4 (50 XP) Proficiency Bonus +2. Tidal Wave 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M Duration: Instantaneous Casters: Druid, Sorcerer, Wizard. I'm not worried if the weapons features overlap with the racial features of a. Fire. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. As an action on your turn, you can repeat the same effect or choose a different one. You don’t need to meet any requirements in that spell, including costly components. It can also speak with aquatic animals as if using a speak with animals. Tidal Wave - Recharge . Tidal Wave is a spell for 5th edition published in Xanathar's Guide to Everything . The area can be up to 10 metres long, up to 4 metres wide, and up to 4 metres tall. Tidal Wave. Tidal Wave. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. Shape Water+Water Walk. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. So Tidal Wave does count as running water. On a failed save, a creature takes 2d10 bludgeoning damage and 2d10 cold damage and is knocked prone. It has hearing and darkvision out to a range of 120 feet. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. 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. Tidal Wave is a 3rd-level spell that conjures a massive wave, crashing down upon your enemies. (It’s likely higher because elementals are. Earth Tremor. Tidal Wave is particularly effective in crowded encounters, as it can damage multiple foes simultaneously while creating a significant area of difficult terrain. Wave' s head is made of blue-green steel, while its wooden shaft is carved with images of seaweed, sea creatures, and other aquatic designs. 284 can last up to 6 rounds, gradually decreasing in height by 50ft and damage each round it continues. You create a moving wall of water that can drown swimmers, swamp ships, and flood port cities. Tidal Wave: Flash Flood Warning. Senses darkvision 60 ft. While submerged, the leviathan magically creates a wall of water centered on itself. The caster creates a tidal wave, whirlpool, or waterspout in a 15-foot-radius, 10-foot-high cylinder within 120 feet of. Given this, it seems like a waste for it not to use Tidal Wave on its very first turn—and, in fact, the 66 points of expected damage it does to each creature affected by it , in aggregate, beggars the total 44 points of. The basic use of this spell is to duplicate any other spell of 8th level or lower. It’s usually as strong on average as upcasting a spell by at least 1 slot. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. But the more you try to stretch the magic, the less bang for your buck you get, and the greater chance of unintended consequences. So, the spell affects an area "up to 30 ft long,. Here are the other 1st-level druid spells and my X/5 rating for each: Detect Magic – 4. Most spells have ranges expressed in feet. For every 5 ft. The sphere remains for the spell’s duration. Recently I had a discussion regarding Tidal Wave with one of my players and I wanted to check with others regarding my reasoning. 5th Edition. Tidal Wave is an excellent choice if you want an interest AOE fire to add to your Wizard ’ s arsenal. A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Tidal Wave is a spell for 5th edition published in Xanathar's Guide to Everything. On a successful save, the creature takes half as much damage and isn't pushed. By RAW, the combo is impossible. A creature caught in the wall can move by swimming. Also, Tidal Wave, Tsunami, and Maelstrom are all EXCELLENT spells. Senses Passive Perception 13. Debuff spells can grant disadvantage, make it harder for enemies to maneuver, or, most simply, apply a negative condition that makes life harder for your foes and easier for your friends. Tidal Wave is a 3rd-level spell that conjures a massive wave, crashing down upon your enemies. 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. But, at the end of the day, someone needs to kill the monsters you battle. Although you must worship a god of the sea to attune to this weapon, Wave. Tidal Wave. r/DnD • Dnd 5e Hobgoblin is the most "Anime protagonist" thing i have ever seen and i. Harpies are great monsters for low to mid-level parties, but with some adjustments, they can even be used against higher-level characters. 在區域內的每個生物均必須. Note: Apparently the free spell list on DND Beyond is piracy now per the mods autobot so I had to not link. Freaking rats. , one target. 198): Tidal Wave (Recharge 6). On a failed save, the creature takes 1d8 bludgeoning damage. Holy water (PHB 151) allows you to make a ranged attack with it as an improvised weapon, and:. Tidal Wave is an excellent choice if you want an interest AOE fire to add to your Wizard ’ s arsenal. The Circle of Waves is an ancient order of druids, thought to have originated before humans walked the earth. Note that I play kind of fast and loose with the term “AoE. Dungeons & Dragons,D&D,龙与地下城及相关Logo均为Wizards of the Coast LLC的注册商标。 本维基由用户自行创建、维护,与上述公司无关。 如无特殊标明,本维基记载的所有资料均出自Wizards of the Coast LLC公开发行的资料,译本出自纯美苹果园或其他社区用户的贡献。 如果本维基未经允许使用了您的译本,请. 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. If they use it, then chances are, because they're pushing the water, it would cause the tidal aspect to pull the players along with it. The spell ends if the target dons armor or if. For every 5 ft. Flood. 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. Level 7 – Resurrection, sequester, and simulacrum are good options to use for twinned spell 5e. Tidal Wave is a 3rd-level spell used to deal high damage while also knocking enemies prone. This Role Playing Games item by DruidcraftArts has 3 favorites from Etsy shoppers. Chain. If it fails, the target is either blinded or deafened (your choice) for the duration. ago. Fear (3rd) I know you want damage. A swirling wave of seawater surrounds you, crashing and rolling in a 10-foot radius around your space. If a wizard with a concentration spell going is confused, charmed, paralyzed, fear, petrified, held, or put to sleep, would there be a concentration check to maintain the spell or do status effects like the ones I mentioned. The rules for each shape specify how you position its point of origin. On a hit, the target takes 1d10 piercing damage. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns. #1. An incorporeal creature isn’t affected. Tidal Wave is a spell for 5th edition published in Xanathar's Guide to Everything. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. You can choose from any of the following effects when you cast this spell. Each creature within 30 feet of you must. A wall of strong wind rises from the ground at a point you choose within range. The wave deals damage to creatures in its path and. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. Magic Items. RAW, wouldn't affect a ship. Make a ranged spell attack against the target. When the wall appears, each creature within its area must make a Strength saving throw. As far as I can tell, nothing stops someone from casting these spells underwater (assuming they are able to cast spells underwater, of course). Expect to spend a lot of time as a cat or elk with magical appendages. 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. 5 on a failed save (25 up front, 12. When you cast this spell, you create a huge wave of water that slams into one or more targets within range. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. The spell ends if the creature drops to 0 hit points. Bard, Sorcerer, Warlock, Wizard. Like Shape water is a party trick, Tidal wave is a conjuration and water benders cannot conjure water, malestorm fits in alright, but they wouldn't get that ability until later in the game, and benders cant really control the weather. Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious. The wall is opaque and lasts for the duration. Your Charisma score increases by 2, and your Wisdom score increases by 1. From the PHB, underwater combat places the attacker at a disadvantage if they aren't using certain weapons (dagger, trident, etc). They might be 5th level when they complete it, but starting it at 4th-level is by the book as intended. Leviathan legacy. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. There are quite a few water spells in the Elemental Evil Player's Companion (free, you can get the PDF from the WOTC website). In DND, a leviathan is a massive, sea-dwelling monster and elder water elemental. As for spells, ice-based ones could fit too. , one target. GreyWilds DM • 3 yr. The wall is opaque and lasts for the duration. First level. The kuo-toa can breathe air and water. The wave deals damage to creatures in its path and pushes them away. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing. Flood. It moves precisely 50ft and only 50ft. I'm sorry to come across so nitpicky. Fire Elementals have: Water Susceptibility. Age. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. The rules. Spells. 5th-level transmutation. 🎲NO MORE GUESSING - Spell Effects for 5E Dungeons & Dragons contain EVERY spell size and shape, for every class. Learn how to cast a tidal wave spell in D&D 5e, a level 3 conjuration spell that creates a wave of water that extinguishes unprotected flames and knocks down creatures. Ghostly: Flight, better speed than the other undead options, and its attacks make the target Frightened. For each spell level higher, burning hands add 1d6 while thunderwave adds 1d8. Its most frightening ability comes from its Tidal Wave. When the wall appears, each creature within its area must make a Dexterity saving throw. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Dungeons and Dragons 5e, D&D - Save them to a spellbook or print them as spell cards,. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. Each creature in that area must make a Dexterity saving throw. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Don't give your players a swiss army knife if everything is a nail. Bite. When you expend the last charge, the trident returns to Poseidon. Spells. I ruled, that it had no special effect (aside from instantly killing. Tidal Wave - D&D 5E Spells Tidal Wave Description You conjure up a wave of water that crashes down on an area within range. Vampires and vampire spawn have the Regeneration trait (MM 297-298), but:. The Leviathan can create a wall of water 50 feet thick and at a massive scale of 250 long and 250 feet wide at its max. Thunderwave. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. A wall of water springs into existence at a point you choose within range. On a failed save, a creature takes 6d10 bludgeoning damage, or. The loud crashing sounds fill the target with awful pain. I think part of the problem is that when they initially designed 5e they attempted to do away with the spell/spell-like ability/supernatural ability distinction, where they tried to make everything that could be. The spell tidal wave says: 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. Each creature in that area. Finally, a new chapter in our transformation abilities. You can blind or deafen a foe. This spell turns the flesh of a willing creature you touch as hard as stone. As an action on your turn, you can repeat the same effect or choose a different one. You conjure up a wave of water that crashes down on an area within range. A creature takes 3d6 cold damage on a failed save, or half as much on a successful one. 5 at the end of the creature's next turn), or only 12. You attempt to beguile a creature that you can see within range. 1 action. Fantasy Props. On a success, a creature takes half as. No. All jokes aside, with the artificer release wotc was just like, "reflavor the spell casting to be sciencey. , one target. 潮湧 [Tidal Wave] XGE. Unofficial Description: Create a moving wall of water that causes damage and knocks creatures prone. For a spell like fireball, the target is the point in space where the ball of fire erupts. Until this grapple ends, the target. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. While in this form, the target’s only method of movement is a flying speed of 10 feet. But it doesn't do any more damage than an upcast magnify gravity, and significantly less than the obvious choice (fireball) -- 18 avg damage vs 28 avg damage. The devil makes three attacks: two with its claws and one with its sting. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Dust Devil. You cause a tremor in the ground in a 10-foot radius. It also includes many of the best parts of 4th Edition, but with simplified, streamlined mechanics. Tidal wave (EE, 168) Has no restrictions in the text about not being in water. Range: 120 feet. If it is Large or smaller, it is also grappled (escape DC 14). In Dnd 5e Dissonant Whispers is a 1 st level Enchantment spell. A lahar is a type of mudflow that is composed of water and volcanic material. Tidal Wave. This water takes the form of a tidal wave, a whirlpool, a waterspout, or another form of your choice. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. The vastness of the open waters call these druids to spend much of their lives at sea, voyaging across the world on a great adventure. Casting Time: 1 action. Range: 120 feet. 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 throw or take 4d8 bludgeoning damage, be pushed 15 feet. Water elementals deal bludgeoning damage in D&D. On a success, a creature takes half as. I think this one is going to be up to interpretation. A leviathan is able to remain nearly invisible in water, create massive tidal waves, and destroy entire ships with its slam attack. Range: Self (10-foot radius) Components: V, S. Dnd 5e tidal wave. Until the spell ends, the aura moves with you, centered on you. These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. The dog has advantage on Wisdom ( Perception) checks that rely on hearing or smell. A wave of thunderous force sweeps out from you. Recent subclasses introduced in Tasha’s Cauldron of Everything introduced a new mechanic: free spells known as part of your subclass. Note that there many other instances where this spell can't. 持續時間: 立即. You create a wall of fire on a solid surface within range. Get all the rules needed to create, level up and start adventuring with your D&D characters with helpful tooltips. Charm Person – 3. From DMG (p. Explore. Wave. And if you roll well, then enjoy the luck and save your spell point for the next roll. Tide, the waveblade. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage. STR. Elemental Evil has a a few spells which summon water (as a tidal wave, sphere, wall, whirlpool, etc. What are Conditions in DnD 5e? Conditions are applied to creatures as a result of a spell, attack, or another effect. Aug 23, 2023 - A subreddit dedicated to the various iterations of Dungeons & Dragons, from its First Edition roots to its One D&D future. If for each gallon of water it takes 1 pt of damage, and two tidal waves contained hundreds (if not. 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. Components: V, S, M (a drop of water) Duration: Instantaneous. Wave is a sentient magical item originally created to help spread the worship of a god of the ocean, but now it primarily seeks merely to avoid capture by Keraptis or anyone claiming to be Keraptis. Components: V, S, M (a strand of wet hair) Duration: Instantaneous. E. Both of these features happen "When you cast a spell" thus, they happen at the same time. It is quite clear from the wording of the spell that the "gust" is quite strong. It’s time to don your pointy hat, ponder your Arcane Focus, and start preparing your Wizard spell list. Tidal wave (EE, 168) Has no restrictions in the text about not being in water. Therefore, all creatures within that area need to do a DEX saving throw. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. Armor Class 17. Compendium - Sources->Journeys through the Radiant Citadel. You create a massive wave of water that then moves in a straight line across water or land—you select the direction the wave travels (which must be perpendicular to its width), but once set in motion, the wave cannot change course. 7: Spells Prepared: – Wall of Fire: So, we already have the capacity to turn into a Giant Constrictor. Casting Time: 1 action. 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 - DnD Wiki | Dungeons and Dragons 5th Edition (D&D 5E) Wiki. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. The spell tidal wave says: You conjure up a wave of water that crashes down on an area within range. Best Uses for Hallow 5e. When you reach 14th level, your dominion over water is at it's most powerful. Transmutation cantrip. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. Find out the. If you don't have that, I'd recommend Entangle. This adds 10 additional spells to the Sorcerer’s meager 15 spells known at 15th level.