Elfin Wave (5e Spell)
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7th-level Conjuration (ritual) | |
Casting time: | 1 action |
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Range: | 60 ft. |
Components: | V, M (A golden ring) |
Duration: | 1 minute |
A wall of water sweeps down the water source you chose as your target. It extends 10 feet beyond the water source. If a creature enters the wave or starts it's turn inside it, it must make a Dexterity saving throw (vs your spell save DC) or take 10d6 force damage and be pushed along 50 feet.
You can shape the crest of the wave to whatever you want, i.e horses, spears, even fire! The wave does 1d10 extra damage of the type that the shape would have. Spears-piercing, horses-bludgeoning, fire-slashing, etc. These shapes normally only do bludgeoning, piercing, or slashing damage, unless the DM rules otherwise. A creature who is hit may make a Strength (Athletics) or Dexterity (Acrobatics) check or get pushed along the wave for 50 feet more. The creature can save at the beginning of each of its turns.
The wave parts around you and up to 7 other designated creatures.
At Higher Levels. When you cast this spell using a spell slot of 8 or higher, the extra damage increases by 1d10 for each spell slot above 7.
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