Tsunami

8th-level conjuration · 6d10 Bludgeoning damage, average 33

33 average Bludgeoning damage · 6–60

Roll Tsunami

Press a roll button. The dice land here.

Spell details

Level
8th-level
School
Conjuration
Casting time
1 minute
Range
1 mile
Components
V, S
Duration
Concentration, up to 6 rounds
Classes
Druid
Save
Strength (half on success)

Tsunami damage by level

Cast atDiceAverageRangeOn a save
8th slot336–6016.3

“On a save” is the average of half each roll, rounded down, as the rules do it.

The odds of 6d10

6: 0.00%7: 0.00%8: 0.00%9: 0.01%10: 0.01%11: 0.03%12: 0.05%13: 0.08%14: 0.13%15: 0.20%16: 0.30%17: 0.43%18: 0.61%19: 0.82%20: 1.09%21: 1.40%22: 1.76%23: 2.16%24: 2.59%25: 3.05%26: 3.51%27: 3.97%28: 4.39%29: 4.77%30: 5.09%31: 5.33%32: 5.47%33: 5.53%34: 5.47%35: 5.33%36: 5.09%37: 4.77%38: 4.39%39: 3.97%40: 3.51%41: 3.05%42: 2.59%43: 2.16%44: 1.76%45: 1.40%46: 1.09%47: 0.82%48: 0.61%49: 0.43%50: 0.30%51: 0.20%52: 0.13%53: 0.08%54: 0.05%55: 0.03%56: 0.01%57: 0.01%58: 0.00%59: 0.00%60: 0.00%
6chance of each total for 6d1060
TotalChance
20 or more97%
33 or more53%
47 or more3%
55 or more<1%

Tsunami against other 8th-level damage spells

By average damage on one target, Tsunami ranks 5th of 5 8th-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.

SpellDiceAverage
Befuddlement10d1265
Incendiary Cloud10d845
Earthquake12d642
Sunburst12d642
Tsunami6d1033

Rules text

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 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 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 . When the wall reaches 0 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.

This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.