Tsunami

A
Damage

Tsunami is a Damage spell. Damage spells focus on dealing harm to enemies.

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spell that unleashes a towering wall of water,
shaping the battlefield

Tsunami is a Battlefield Shaping spell. Battlefield Shaping spells alter terrain, create obstacles, introduce hazards, and affect enemy positioning.

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and battering
multiple foes

Tsunami is a Multi Target spell. Multi Target spells have an area of effect or can explicitly target multiple allies or enemies.

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as it surges onward.

2024 Rules

Level & School
8th-level conjuration
Casting Time
1 minute
Range
1 mile
Components
V, S
Duration
Concentration, up to 6 rounds
Classes
Druid

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature in its area makes a Strength saving throw, taking 6d10 Bludgeoning damage on a failed save or half as much damage on a successful one.

At 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. 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. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage the wall deals on later rounds is reduced by 1d10. When the wall reaches O feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the wave's force, though, the creature must succeed on a Strength (Athletics) check against your spell save DC to move at all. If it fails the check, it can't move. A creature that moves out of the wall falls to the ground.

2014 Rules

Level & School
8th-level conjuration
Casting Time
1 minute
Range
Sight
Components
V, S
Duration
Concentration, up to 6 rounds
Classes
Druid

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

At 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. 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. A creature can take this damage only once per round. 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. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. 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. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground.

Tsunami 5.5e 2024 vs. 5e 2014 edition differences

The main change is range: it went from Sight to 1 mile, so you can place Tsunami much farther away. Everything else functions the same at the table.

Spells similar to Tsunami

  • Storm of Vengeance 9th-level conjuration

    A high-level druid spell that creates a large, persistent, multi-round weather effect that deals repeated area damage and reshapes the battlefield in similar ways.

  • Wall of Thorns 6th-level conjuration

    Creates a long-lasting conjured wall that damages creatures that pass through it and controls movement, matching the wall-and-damage tactical niche.

  • Wall of Fire 4th-level evocation

    A persistent damaging wall that influences positioning and punishes creatures who occupy or try to cross it, much like the wave of water.

  • Wall of Ice 6th-level evocation

    Another conjured wall that lasts multiple rounds and reshapes the battlefield while dealing damage, making it mechanically similar despite the different element.

  • Incendiary Cloud 8th-level conjuration

    A high-level, concentration-area effect that lingers and deals heavy multi-target damage over multiple rounds, offering a comparable sustained threat.