Waist-High Wave (5e Spell)

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Waist-High Wave
1st-level Evocation
Casting time: 1 action
Range: Self (60-foot line)
Components: V, S
Duration: Instantaneous

Choose Earth, Air, Fire, or Water: With a curling motion, you raise up and then send forth a rolling wave of respective elemental might along a 60-foot line, 10 feet wide. Each creature in the line must make a Dexterity saving throw, suffering the following effects on a failed save based upon your chosen element:

  • Earth. A creature takes 3d6 bludgeoning damage and gets knocked prone on a failed save.
  • Air. A creature takes 3d6 slashing damage[1] and gets pushed 10 feet along the line's direction on a failed save.
  • Fire. A creature takes 3d6 fire damage and becomes ignited on a failed save.
  • Water. A creature takes 3d6 bludgeoning damage[2] and becomes soaked on a failed save.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, its length increases by 30 feet and its width increases by 5 feet, and the damage increases by 1d6 for each slot level above 1st.

Elemental Discipline. A Way of the Four Elements monk may learn the Waves of Land, Sky, Cinders, and Sea discipline. If a Way of the Four Elements monk knows this discipline, it can spend 2 ki points to cast this spell, and can spend additional ki points to cause it to deal 1d6 extra damage for each extra ki point spent.

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  1. Your DM may instead use wind damage in place of bludgeoning damage.
  2. Your DM may instead use water damage in place of bludgeoning damage.