![]() ![]() Even if they are only 50 or 100 ft up, that's a lot of added damage. That can be up to the maximum of 20d6 if they're 200 ft in the air. Then, on top of that, each creature takes falling damage. This allows your flightless melee fighter to go ham on them with advantage. Not only are they prone until their next turn, but they are also grounded. The advantage you get from tidal wave over fireball is if you can make a flying creature fall prone. On a Druid, sure, I'll take it, but a Wizard or Sorc with this spell is either roleplaying it, or is under some highly unusual circumstances, like they find they can't ever place Fireball without torching the party. ![]() Still doesn't make me think it's underrated compared to Fireball. The area of effect is specified as up to ten feet tall, so the flyers would have to be real low to the ground, but yes, anything flying within ten feet of the ground would be knocked down. It does, however, knock down flying creatures! That's something. And is the advantage even compensating for the ~10 average damage per target you lost from not casting Fireball instead, not to mention Fireball's larger area? Besides, how many melee guys you got? Any number of foes you've knocked down higher than the number of melee characters your party has is wasted, typically. Can happen, again, pretty circumstantial. ![]() OK, that implies that your melee guys and the enemies are clustered together in the Initiative, instead of spread out. I meant, readying the tidal wave spell so that it goes off after the enemies go and before your melee guys do. Please instead reply in the ongoing threads rather than making new ones.įeel free to add to the community resource folder and the resource list. Limit Direct Response Posts - New posts that could reasonably serve as a reply to a different post that is in the top 40 of “Hot” may be removed by the moderators at their discretion. No low-effort/OC/image posts - Official sources, homebrew images, and new information/product photos are the exception. No D&D Beyond content sharing posts - DDB Content sharing is restricted to the weekly thread which you can find here For info on how to filter by flair on various apps and sites click here. For more information on which flair to use check here. Limit Homebrew - You may only post one new homebrew thread per day.Īll posts must be flaired - Submissions should be flaired with an appropriate flair. Limit self-promotional links - Any self-promotional external links (such as blogs, storefronts or Kickstarters) must be related to D&D and posted no more than once every 14 days. Text memes should be relevant to discussion. Use clear, concise title names - Titles must be clear, concise, and not worded in a misleading fashion.ĭo not post memes or joke posts - Meme images should be posted on /r/dndmemes. Do not suggest ways for such material to be obtained. Please respect the opinions of people who play differently than you do.ĭo not suggest piracy - Any non-fair use posts containing closed content from WotC or any third party will be removed. Please join us on our discord, and our new Lemmy server:īe civil to one another - Unacceptable behavior includes name calling, taunting, baiting, flaming, etc. A creature that moves out of the area falls to the ground.A place to discuss the latest version of Dungeons & Dragons, the fifth edition, known during the playtest as D&D Next. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. When the wall reaches 0 feet in height, the spell ends.Ī creature caught in the wall can move by swimming. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. A creature can take this damage only once per round. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.Īt the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. ![]() When the wall appears, each creature within its area must make a Strength saving throw. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. Concentration, up to 6 rounds Components V S Class Druid Spell DescriptionĪ wall of water springs into existence at a point you choose within range. ![]()
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