Each creature in that area must make a Dexterity saving throw. dnd tidal wave
You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. An amphidromic point, also called a tidal node, is a geographical location which has zero tidal amplitude for one. Each creature in that area must make a Dexterity saving throw. Eian Undrai Parker (b. Find out the spell's components, range, duration, and saving throw requirements from Xanathar's Guide to Everything and Elemental Evil Player's Companion. Each creature in that area must make a Dexterity saving throw. . On a failed save, a creature takes 4d8 bludgeoning. If you do so, the resistances end, and you have the immunity until the end of. Tidal Wave. 3. Facing the wave, is that 30 ft. Trial by Water – P11. “Gravity, master of the material. Allies hit gain double the effect of Surging Tides. As far as I can tell, nothing stops someone from casting these spells underwater (assuming they are able to cast spells underwater, of course). You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. Spells Prepared: – Tidal Wave Primal Strike Circle Forms: You know what else the moon controls? Tides. Spell Description. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. . On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. An amphidromic point, also called a tidal node, is a geographical location which has zero tidal amplitude for one. 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. 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. At Higher Levels. A story about something that happened at my table recently that I found entertaining. 5' by 5' is 25 cubic feet. 5e Races 3. And if you roll well, then enjoy the luck and save your spell point for the next roll. high and 500 ft. In case 3: You do regain tides of Chaos. 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. It does not specify a minimum area. This thread is archived New comments cannot be posted and votes cannot be cast comments sorted by. A leviathan is able to remain nearly invisible in water, create massive tidal waves, and destroy entire ships with its slam attack. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. Source: Xanathar's Guide to Everything. Spell Lists. Components: V S M (a drop of water) Duration: Instantaneous. 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. The elemental can enter a hostile creature's space and stop there. Other Suggestions: tides wave tidal were tidal walk tidal ward Tidal Wave Spells You conjure up a wave of. Thunder Step. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. 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. On a failed save, the creature takes 1d8 bludgeoning damage. Range: 120 feet. The caster creates a tidal wave, whirlpool, or waterspout in a 15-foot-radius, 10-foot-high cylinder within 120 feet of themselves. Each creature in the cone must make a Dexterity saving throw. 潮湧 [Tidal Wave] XGE. You teleport yourself to an unoccupied space you can see within range. ago. Tidal Wave (3rd) A bit iffy, but in the right circumstance, 30x10 area they all make dex saves, and if they fail, they take bludgeoning, and they're prone, and they take half if they save. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Range: 120 feet. 161, can fire a 30 foot long, 1 foot wide stream of water that can knock a target prone. Reverse gravity,jump,fly ect. The area can be up to 30 ft long, up to ten feet wide, and up to ten feet tall. No. While swallowed, the creature is blinded. The water is black and terribly chilling, and its touch causes a sense of fear in those affected by it. Each creature in that area must make a Dexterity saving throw. 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. Moving to a place where you don’t have a clear path to the sky ends the spell early. On a successful save, a. I'm not worried if the weapons features overlap with the racial features of a. Gust of Wind makes no distinction between magical and non-magical fire so it should work on both. Tsunami is a series of water waves caused by the displacement of large bodies of water. It deals less damage, but it knocks them prone and it is far more malleable than the other twos, so you can use it more times in battle. You conjure up a wave of water that crashes down on an area within range. Tidal Wave 5e. On a successful save, the creature takes half as much damage and isn't pushed. Flood. From Xanathar's Guide to Everything, page 168; and Elemental Evil Player's Companion, page 22. Earth Tremor. Hell, I barely remember writing that moon power. 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. It has hearing and darkvision out to a range of 120 feet. You conjure up a wave of water that crashes down on an area within range. Proficiency with a trident allows you to add your proficiency bonus to the attack roll for any attack you make with it. 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. About. Tags Aasimar Cleric. It can be cast immediately and can be cast up to a range of 60ft. While the spell’s initial target area has to fit within a 5 foot cube, the simple shapes you can make notably do not. Earth Tremor – 3. Dungeons and Dragons (D&D) Fifth Edition (5e) Spells. 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. Destructive Wave: A 5th-level Evocation available to Paladins. Dnd Wiki. Bards often have very high Charisma attributes by default, so the advantage to their roll feels a little unnecessary. A comprehensive list of all official Wizard spells for Fifth Edition. Tidal Wave - Cyril puts his hands to ground and sends water forward in a line to then emerge as a giant wave to hit. If it is Large or smaller, it is also grappled (escape DC 14). On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. Freedom of the Waves is a conjuration spell from Tal'Dorei Campaign Setting Reborn. So my question is, can you change the shape of the area as to not hit your allies? Fire Elementals have: Water Susceptibility. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. Tidal wave is a wave of water thay crashes to the ground. 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. You conjure up a wave of water that crashes down on an area within range. It has hearing and darkvision out to a range of 120 feet. While running PoA my players came across a fire elemental which my Druid immediately responded to by casting Tidal Wave, and since I didn't fully read the rules on Fire Elemental then did it on the second round. The words themselves aren't the source of the spell's power; rather, the particular combination of sounds, with specific pitch and resonance, sets the threads of magic in motion. About. When the wall appears, each creature within its area must make a Strength saving throw. Therefore, all creatures within that area need to do a DEX saving throw. It's a third level spell, which means Clerics don't get it until level 5. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. Going to pitch the idea to my DM to lower the spell level of destructive wave to level 3 spell from level 5. 持續時間: 立即. Each creature in that cone must make a Constitution saving throw. The creature must be within 5 feet of you when you cast this spell. Bludgeoning. So for making Healing Surge effective, you'd need a really urgent emergency-situation, or no tidal wave-stacks active. Tide, the waveblade. Each creature in that area must make a Dexterity. Up to ten berries appear in your hand and are infused with magic for the duration. 5e Creatures 3. Texture pack: of levels by number of frame perfects:. The spell makes no assumptions about being cast in the air, on the ground or even in the sea itself. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Age. Best. When you take the Attack action on your turn, you can replace one of your attacks with a magical burst of flame. Since it specifies "can be" does that mean the caster chooses the size of the wave or is it always those dimensions? Last edited by LightLampson: Aug 27, 2018Dungeons & 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. You take control of the weather within 5 miles of you for the duration. Any creature in the sphere’s space must make a Strength saving throw. Elemental Guardian – P18. The area can be. Tidal wave 🌊 4D8 damage & they have to do a save or become knocked prone. #Dnd 5e tidal wave how to; These are the five parts to creating your own or customizing your background in 5e. Each creature of your choice. A megatsunami, which is an informal term to describe a. long”. Tidal Wave is underrated. A tidal wave spell has a total area of 3000 cubic feet of water. I ruled, that it had no special effect (aside from instantly killing. You create a moving wall of water that can drown swimmers, swamp ships, and flood port cities. In essence it is 8 + Primary Casting Statistic Bonus + Proficiency Bonus. Additionally, you gain the ability to communicate telepathically with any creature that has a swimming speed, and you. Explorer. It goes for 250 in all directions around it, making it an. 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. Feeding Cave – P13. If you cast this spell using 1 action, choose a point within range. Range: Long (400 ft. 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. Tidal Wave. Multiattack. Example Scenario for Using Destructive Wave in D&D 5e. Tidal Wave. \$\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. It doesn't say on the spell card, roll20, or DnD Beyond so I'm stumped. It is the easiest to make DM specials at low levels. High dex and wis for bending and fluid marshal arts that mimic water. So, in the spells description, it says that it’s attack area can be “up to” 30 feet long, 10 feet wide and 10 feet tall. Cleric Level. Just because I like numbers and stuff: Base Heal is 4802Damage/Effect. mermaids reach adulthood after 16 years, and are considered elderly by 500. On a failure, a creature takes 4d8 bludgeoning damage and is knocked prone. 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). Tidal Wave Search Results Returning 31 results for 'Tidal Wave'. Each creature in the area must succeed on a Strength saving throw against your spell save DC or take 2d8. This wave can destroy ships and harbors in its path. Duration: 1 min. + 40 ft. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Tidal Wave, 3rd level Conjuration (Druid, Sorcerer, Wizard). D D Homebrew. Tidal Wave Search Results Returning 31 results for 'Tidal Wave'. Range long (400 ft. You can also use your action to temporarily halt the effect or to. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. 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. 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. Wish can stop a volcanic eruption, calm a storm, halt a tidal wave, prevent an earthquake, teleport a hundred people to somewhere else on the same plane, etc. Finally, a new chapter in our transformation abilities. Saving Throw: None. Unofficial Description: Create a moving wall of water that causes damage and knocks creatures prone. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Each creature in that area must make a Dexterity saving throw. Name. You conjure up a wave of ice and water that crashes down on an area within range. 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. Comparing some of the 3rd level Sorcerer damage spells, Fireball and Lightning Bolt seem to deal a ton of damage (8d6). And if they are short descriptions then the spells Thorn Whip and Ice Knife just happen to craft weapons out of non-standard material and mystically manipulate them. 2):Shape Water+Water Walk. So if the wave takes its full effect: 30x10x10 = 3000 cubic feet, = 22441. This area has a maximum dimension of 30 feet long, 10 feet wide, and 10 feet high. You attempt to beguile a creature that you can see within range. The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. 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. Tidal Wave - Recharge . Each creature in that area must make a Dexterity saving throw. this spell is overpowered. A line of strong wind. " Now we're looking at Wall of Fire: "The wall is opaque and lasts for the duration. For every 5 ft. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Saving Throw: None. It is far more fun to roleplay out your charismatic Bard's natural talents than relying on this cantrip. Ability Score Increase. 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. as the city’s great river swells in a destructive wave—sweeping away both the trials’ champion and the sacred trophy. Tidal wave was an arcane spell that created a huge destructive wave in a large body of water. Druid, Wizard. Summon undead is notably the only Necromancy spell in the Summon Creature Spells category. And watery ones, Tidal wave, Watery Sphere. Tidal Wave is an excellent choice if you want an interest AOE fire to add to your Wizard ’ s arsenal. While running PoA my players came across a fire elemental which my Druid immediately responded to by casting Tidal Wave, and since I didn't fully read the rules on Fire Elemental then did it on the second round. On a successful save, a. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. Wizard Spells for Dungeons and Dragons (D&D) Fifth Edition (5e). 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. Just put a +1 into whatever you want the monster to be good at. He grants favour to those he likes on the sea, and is the cause of calamity for others. Due to a higher Base-healing, and a higher spellpower-coefficient, Healing Wave will heal for a lot more. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. Each creature in the area must make. 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. This features a minor hydromancy cantrip Shape Water, a 3rd-level spell Wall of Water, and also a 4th-level spell Watery Sphere . Tide, the waveblade. For more information. There are two possible uses for the spell, granting either immediate or long-term benefits. The 3rd level spell Tidal Wave does bludgeoning damage. D D Items. Range: Long (400 ft. 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. While they still create. Each creature in that cone must make a Constitution 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. 區域的長度至多為30英尺,寬度至多為10英尺,高度至多為10英尺。. 5. D&D Sage Advice · @JeremyECrawford Would a fire elemental that failed it's save vs Tidal wave just die due to the mass amount of water? — Dongaloid (@Dongaloid56) April 1, 2016 As DM, I don't imagine all the water bombards the fire elemental, but it'd be hurt by moving through the water. 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 caster can start the wave traveling in any direction, but it cannot be turned once started. You unleash a crushing wave of water in a 100 foot cone from a point you choose within 60 feet. The wall lasts for the duration. So here it primarily means spell attacks (since Rangers and Druids cast using Wis) but also melee weapon attacks using a Shillelagh or ranged weapon attacks using a sling and Magic Stone s. D D Items. Destructive Wave is a 5th level damage dealing spell. Searing Ignition. Each creature in that area must make a Dexterity saving throw. Just put a +1 into whatever you want the monster to be good at. Vitriolic Sphere does 37. DnD is way way different and harder. Part Two: Bandits 1 and 4 fail, but Bandits 2 and 3 Succeed. A thin green ray springs from your pointing finger to a target that you can see within range. The wall lasts for the duration of the spell. In the Mists of Manivarsha. + 40 ft. 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. 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. Freedom of the Waves is a conjuration spell from Tal'Dorei Campaign Setting Reborn. If you’ve been waiting to play a necromancer until you could summon undead pets into battle, that day has finally come. 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. Acid Resistance 5e. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. The Wizard spells 5E has on offer help your character do everything from deceive enemies, raise the dead, or just deal massive, massive damage. If a spell requires this distinction to be made it is stated as such in its description. Description. It is said that the deity for which Wave was forged bore or sired a daughter with one of the cyclopes, a half-cyclops called Dravenda. Sleet Storm. Dalien, being a Bard, knows that if he doesn’t go all out, the army will interrupt the ritual and plunge the entire world into darkness. The spell makes no assumptions about being cast in the air, on the ground or even in the sea itself. Dancing Lights. Tidal Wave - Recharge . Control Water. A creature takes 3d6 cold damage on a failed save, or half as much on a successful one. 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. You conjure up a wave of water that crashes down on an area within range. An Intelligence score of 16 is a +3 bonus. Describe the following to your players to provide better immersion - (show, don't tell during their first encounter): This medium creature of elemental earth resembles a grotesque, winged fiendish statue with a horned head and a stony hide. Create Water produces up to 10 gallons of water, already not that much. You gain a +3 bonus to attack and damage rolls made with this magic weapon. The wall lasts for the duration. Summons a massive Tidal Wave that knocks up, slows, and damages enemies. 284 can last up to 6 rounds, gradually decreasing in height by 50ft and damage each round it continues. 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 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M Duration: Instantaneous Casters: Druid, Sorcerer, Wizard. 8) The life of tidal energy power plant is very long. On a failed save, a creature takes 6d10 bludgeoning damage, or. A leviathan has 328 Hit Points, an Armor Class of 17, and a Challenge Rating of 20. The white lines are cotidal lines spaced at phase intervals of 30° (a bit over 1 hr). 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 final wave should take almost everything the party has to stop them. 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. Roll20 Companion App Free Mobile App For Players. Based on what I've read, vampires can be killed in the following ways: They are instantly destroyed when dropped to 0 hp while in running water or sunlight (Can't auto-transform to mist form). 5. 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. Most spells require the chanting of mystic words. The area can be up to 30 feet long, up to 10 feet wide, and up to. 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. The target must make a Wisdom saving throw. Many enemies should at this point abandon fighting and bee line to the objective. Each creature in that area must make a Dexterity saving throw. When a creature enters the spell’s. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Compendium - Sources->Journeys through the Radiant Citadel. The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. I agree if it was. Most popular aasimar 3D Models. Here are the other 1st-level druid spells and my X/5 rating for each: Detect Magic – 4. > "The DM might also decide that certain environmental phenomena, such as a wave crashing over you while you’re on a storm-tossed ship, require you to succeed on a DC 10 Constitution saving. 5 at the end of the creature's next turn), or only 12. Given that they have 102 hit points to begin with, a Tidal Wave spell. You’ve conjure up a wave of water spell which crashes down on an area within a specific range. Tidal Wave. 297, takes 20 acid damage if it ends its turn in running water. As of DnD 5e, while a water elemental prefers to be around the body of water they were summoned from,. Tidal Wave (4e Power) Torrential Wave (4e Power) Wave of Despair (4e Power) Wave of Flame (4e Power) Wave of Knowledge (4e Power) Wave Slash (4e Power) Wave Spin (4e Power) Waveride (4e Power) 3. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Ice Knife – 3. It ignores the group, but a tentacle with eyes is watches intently. Each creature in that area must make a Dexterity saving throw. Tidal Wave 3rd-level conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M Duration: Instantaneous Casters: Druid, Sorcerer, Wizard. He was force fed the Mizu Mizu no Mi by Arzen after Arzen himself removed Cyril's left arm. 5 on a failed save (25 up front, 12. Melee Weapon Attack: +8 to hit, reach 10 ft. Tidal Wave Druid: Wizard: 3rd-level Conjuration Casting Time: 1 action Range: 120 feet Components: V, S, M (a drop of water) Duration: Instantaneous. keep in mind that magic is literal, it doesnt follow physic laws, only what's written in the magic description counts. 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. Erupting Earth (3d12 and difficult terrain) and Tidal Wave (4d8 and knockdown) both seem like pretty cool spells, but it feels weird that Tidal Wave can only be cast at 3rd level? Freedom of the Waves (HB) You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. Regardless of real. Thunderwave. Tags Free 3D file Aasimar・3D print design to download・. The section of the rules on targets makes clear that targeted. You cannot imagine your online dnd game session to be fascinating if you don’t use the spells. Someone else also pointed out you should have a range of self, but don't forget to update the description of the spell. Tidal Wave. For example, tidal Wave 5e can wash away a whole nest of Fire Snakes about effortlessly. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. The characters join the effort to rescue those lost and seek out an ancient corruption that has returned. While in this form, the target’s only method of movement is a flying speed of 10 feet. The rules. allenbot3000p • Rogue • 3 yr. 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. The area can be up to 30 feet long, up to 10 feet. /level; see text. You conjure up a wave of water that crashes down on an area within range. Spell Resistance: No. Poor thing gets instakilled by Tidal Wave due to its Water Susceptibility cause even a 5x5x5 corner of tidal wave hitting it contains 935 gallons of water thus that's an instant 935 cold damage. How flexible is Tidal Wave's aoe? 5th Edition. The effect lasts for the spell’s duration, unless you use your action on a later turn to switch to a different effect. Tidal Wave - Rules & Game Mechanics - Dungeons & Dragons Discussion - D&D Beyond Forums - D&D Beyond Tidal Wave #1 Jun 29, 2020 Morallyneutralbovine. In Dnd 5e Dissonant Whispers is a 1 st level Enchantment spell. As for spells, ice-based ones could fit too. You conjure a deluge of seawater in a 15-foot-radius, 10-foot-tall cylinder centered on a point within range. Does this suggest that…Crushing Wave Outpost – P10. 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. tall/level. This is a very tricky question with no direct RAW answer that I can find in the Handbook nor tweeted about.