NameTidal Wave
Level3
SchoolConjuration
Time1 action
Range120 feet
ComponenentsV, S, M (a drop of water)
DurationInstantaneous
ClassesSchool: Conjuration, Druid, Sorcerer, Wizard, Barbarian (Warden (HB)), Druid (Alternate Coast (HB)), Monk (Alternate Four Elements (HB)), Paladin (Corsair (HB)), Sorcerer (Waveborn (HB)), Magus (LaserLlama), Vessel v3.0.1 (LaserLlama) (The Water Cataclysm)
TextYou 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 wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes. Prone: • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition. • The creature has disadvantage on attack rolls. • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage. Source: Xanathar's Guide to Everything p. 168, Elemental Evil Player's Companion p. 22