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Thunderwave 5e - Duration: Instantaneous A wave of thunderous force sweeps out from you. Each c

5e Thunderwave Question. So there's been a lot of talk at my table about

No. It is not necessarily centered on the caster (though it can be). A cube is not a burst power (to borrow a 4e term). The origination point of the cube is anywhere on a …Thunderwave specifies that it blasts unattended objects backwards. I would rule that a cart full of goods, aflame, affected by a thunderwave, would essentially turn into a hail of flaming shrapnel in the direction of the thunderwave. Concussive blasts can be used to extinguish flames - see, e.g., extinguishing oil well fires.Components: V Duration: Instantaneous You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and …Animal Friendship. This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration.The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell." This explicitly allows forced movement to end the condition. Most monster attacks do NOT apply the restrained condition by itself.Tente novamente! voltar à lista de magias. Uma onda de força trovejante varre tudo a partir de você. Cada criatura num cubo de 4,5 metros [15-foot cube] originado em você, deve realizar um teste ...Spells that contain text about forced movement, like Thunderwave, don't say anything about situational or environmental damage. There aren't many that I can think of offhand ( Thunderwave , Eldritch Blast with the Repelling Blast invocation, and Telekinesis all push or can push, and Thorn Whip and Eldritch Blast with the Grasp of Hadar ...Take thunderwave (PHB p. 282) as an example: A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, [things happen]. How close does a caster have to get to a single target to hit them with thunderwave? The way I figure it, a caster can set one ...Legend. Jul 21, 2017. #6. Just because an air elemental is made of air, it doesn't mean it's helpless against a gust of wind. It's just as "real" and has mass just like other creatures, it's just that it's held together by magic. In the real world, you have conflicting air masses pushing against each other all the time, it's why we have tornadoes.From Player's Handbook, pages 290-292. Conditions alter a creature's capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster attack, or other effect. Most conditions, such as blinded, are impairments, but a few, such as invisible, can be advantageous. A condition lasts either until it is countered (the prone condition is countered by standing up, for ...Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared: • Cantrips (at will): mage hand, prestidigitation, ray of frost. • 1st level (4 slots): detect magic, magic missile, shield, thunderwave. • 2nd level (3 slots): detect thoughts, invisibility, acid ...Grapple 5e. When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple. ... There is a grappler and a target. A caster approaches within 5 feet of the pair and casts Thunderwave. The grappler passes the constitution save, so he stays put. The target fails the constitution save ...Spike Growth 5e. 2nd-level Transmutation. Casting Time: 1 action Range: 150 feet Components: V, S, M (seven small twigs or seven sharp thorns, each sharpened to a point) Duration: Concentration, up to 10 minutes The grounds in a 20-foot radius centered on a point within range will twist and sprout hard spikes and thorns.Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.Flaming Sphere: (2nd-level conjuration, 60 feet, Concentration, up to 1 minute, V/S/M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)) Conjure a 5-foot-diameter sphere of fire in an unoccupied space. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage ...Effect Generation I to V. Thunder Wave has 100% accuracy and paralyzes the target.. Thunder Wave takes types into consideration, so it cannot usually affect Ground-type Pokémon. This will take type changes into account, such as if Thunder Wave is affected by Normalize (which would make Ghost-type Pokémon immune to it).. In the Generation I handheld games only, Thunder Wave can affect a ...Entangle. Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. Thunderwave underground effect? My friends and I started a new campaign recently and started to use the 5e rules for the first time. One of our first encounters was with a group of bandits which were ambushing us from above as we walked through a narrow canyon. while my comrades were fighting in the canyon I was confronting a bandit on the ...This use their action, and they are not sure to succeed. If you're forcefully moved away from the grappled target, the grapples end. The Shove action can break a grapple, as spells like Thunderwave. An other way to escape grapple is to teleport, with spells such as Misty step. Combining grappling and other actions:"Discover the power of Thunderwave in D&D 5E with our comprehensive guide. Explore spells, shape, and range to wield thunderous might in your campaigns." DD-SpecialBurning Hands. As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.The rules for Guidance in DnD 5e are as follows: Guidance has no affect on attack rolls or saving throws. The Sage Advice Compendium clarified that attack rolls and saving throws are not "basically specialized ability checks" (SAC 10). It even uses Guidance as an example, explicitly stating that it only affects ability checks, not attack ...The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared: Cantrips (at will): friends, mage hand, vicious mockery. 1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave. 2nd level (3 slots): invisibility, shatter.A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of.Thaumaturgy. You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range. • Your voice booms up to three times as loud as normal for 1 minute. • You cause flames to flicker, brighten, dim, or change color for 1 minute. • You cause harmless tremors in the ground for ...Hello and welcome to this lesson on the Dungeons and Dragons 5th Edition spell Thunderwave! Here I go over how to properly cast and place this great spell, ...Make another wizard. One will be lucky enough to survive, or the party will have advanced in level and you will be able to make a higher level wizard. You will still end up with a wizard, just not the exact same one you started with. Mage Armor and Sleep are go to 1st level wizard spells for a reason.Yes this will work. The Grappled condition states:. The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell.. There are already quite a few questions on different methods of escaping a grapple including (but not limited to):Fire. A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.4 ก.ค. 2565 ... A wave of thunderous force sweeps out from you. Each creature in a 15-‐‑foot cube originating from you must make a Constitution saving throw. On ...Flaming Sphere: (2nd-level conjuration, 60 feet, Concentration, up to 1 minute, V/S/M (a bit of tallow, a pinch of brimstone, and a dusting of powdered iron)) Conjure a 5-foot-diameter sphere of fire in an unoccupied space. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage ...Damage/Effect. Bludgeoning. The wood of a club or quarterstaff you are holding is imbued with nature's power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already.D - Dunamancy Spell DG - Graviturgy Dunamancy Spell DC - Chronurgy Dunamancy Spell HB - Homebrew Spell R - Ritual Spell T - TechnomagicThe ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural.Thunderwave produces a 15-foot cube that originates from the caster. That means you take a cube with sides 15 feet long and place it so that it's touching the caster's space at 1 point on its surface. The cube can be rotated in any direction, and the point that forms its origin can be absolutely anywhere on the cube's surface: the center of a ...Damage/Effect. Poison. You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).The spell is cast in a 20-foot-radius sphere centered on that point. Now imagine a straight line extending out from you to the centre of that sphere (i.e. the point you chose when you cast the spell) and beyond, to infinity. At the start of each of your turns, the cloudkill moves 10 feet along that imaginary line, in the direction away from you.On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.A hoard item's rarity changes depending on its current state, as shown in each item description. Dragon's Wrath Weapon. damage dealt by the weapon increases to 2d6. As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking.Attack/Save. None. Damage/Effect. Creation. A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. * - (ruby dust worth 50 gp, which the spell consumes)Thunderwave is an "AoE" in 5e as well. The above poster's point is how 4e's classification of such effects - be they close or area bursts, or close blasts - was consistent and easy to visualize. Thunderwave in 4e had the same area of effect as it does in 5e, so... Duration: Instantaneous A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.Learn how to use Thunderwave, a powerful evocation spell in DnD 5e, to power your enemies by making a Constitution saving throw. Find out who can cast it, what it does, how to target it, and what are the drawbacks and benefits of this spell.Thunderwave - depends on whether the echo is an "unsecured object" Unseen servant - can interact with objects (extent unclear) Wrathful smite - only the extra damage not the smite effects. Zephyr strike - extra damage and active spell prevents echo opportunity attacks . 2nd level.The only change between D&D 5e and BG3 is that in 5e you roll 6d10 to determine the HP size, but in BG3 it just takes the average of 33. Due to the increased HP of many enemies in BG3, this spell ...Story; Hero is in the Lair of a Demon, in the Abyss. A mage casts Maze on the Hero, to delay him and plan. The Hero decides to not take action to escape, and instead decides to cast Banishment on himself. The Hero is a Fey, so after the 1min. he stays inside the Fey Wild and doesn't return. I tried to debate this.Usefulness of Thunderwave Spell. So the hardest part of making a sorcerer, as I'm sure many of you are painfully aware, is spell selection. IMO each spell chosen must either be exceptionally powerful or provide a wide variety of uses, given whatever role your sorcerer is filling within the party. To that end, I'm asking for player input on the ...This is mostly thanks to 5E's bounded accuracy, which makes AC worth investing in and Medium Armor happens to be the easiest to invest in as far as ability scores go. ... Thunderwave is an AoE spell we get from the Fathomless expanded spell list. While it is a Constitution save, it's a nice source of pushing targets and the damage isn't ...These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. ... detect magic, thunderwave • 3/day each: create food and water (can create wine instead of water), tongues, wind walk • 1/day each: conjure elemental (air elemental only ...Dec 24, 2021 · Thunderwave 5e Thunderwave is a powerful evocation spell in the early levels. It offers significant area of effect damage as well as battlefield control. That being said, Thunderwave comes with some drawbacks and contentious rules once you dig deeper. We’ll cover the basics of Thunderwave, as well as ways to optimize your use of the spell. The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural.From Volo's Guide to Monsters, page 109. Your kenku character has the following racial traits. Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom increases by 1. Age: Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60. Alignment: Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly ...(1) 雷鳴波 thunderwave 1 環塑能術 施法時間:1 次動作 射程:自我(15 尺立方) 構材:聲 勢 時效:即時 一度雷鳴波從你開始橫掃出去。以你為起源點的15 尺立方內的每一名生物都要進行一次體質豁免。失敗的話受到2d8 雷嗚傷害並被你推離10 尺。Blur. Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight . Show Attribute List.detect evil and good sanctuary thunderwave burning hands fog cloud . 2nd . phantasmal force spike growth gust of wind scorching ray blur . 3rd . create food and water meld into stone wind wall fireball sleet storm . 4th . phantasmal killer stone shape greater invisibility fire shield control water . 5thJul 16, 2017 · Damage/Effect. Bludgeoning. You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot ... Apr 30, 2017 · Pretty much. The damage is the same from level 2 slots and up, and Thunderwave can shove enemies back, but its range means the cube has to be adjacent to you. Shatter doesn't push, but has a range of 60ft, allowing you to target more-distant enemies, which can be much more useful in the long run. You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).The spell has a max duration of 1 hour. Assuming a speed of 30ft per round it can get ( (30x2)×600) = 36,000ft (6.8 miles) away over the course of the spell. It's unbelievable as a scouting spell while keeping your squishy caster body safely hidden away. #7 Criskornelus.No, you can't push a Lightning-Immune Creature using the Thunderbolt Strike Feature.. As I read the feature and understand the mechanics, an immune creature cannot take damage from whatever it is immune to.Booming Blade 5e [DnD Spell Rules + Tips] You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn.Thunderwave Source: Player's Handbook 1st-level evocation Casting Time: 1 action Range: Self (15-foot cube) Components: V, S Duration: Instantaneous A wave of thunderous …If yes, then you cannot twin it. In addition, a fact often overlooked, the twinned spells must target two separate targets. The intention of Twinned metamagic is that you can make a single-target spell hit multiple targets. Fireball, Shatter, Thunderwave all already hit multiple targets.Booming Blade 5e [DnD Spell Rules + Tips] You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn.Feeblemind. creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends. The spell can also be ended by greater restoration, heal, or wish.Thunderwave. 1 st-level evocation. Casting Time: 1 action Range: Self (15-foot cube) Components: V, S Duration: Instantaneous A wave of thunderous force sweeps out from …The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect, such as when a creature is hurled away by the thunderwave spell." This explicitly allows forced movement to end the condition. Most monster attacks do NOT apply the restrained condition by itself.We had this discussion in our group. the Thunderwave emanates from the caster. The rules for Cube area effects are in the general spellcasting section. The spell itself says quite specifically that the blast emanates "from you", twice. The area effect is "Self" (15' Cube). In 5E, Specific always trumps General.Control. You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. The Thunderclap spell has a range of 5 feet and states (emphasis mine):. You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.. The Distant Spell Metamagic states:. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point ...In summary, thunderwave is one of the most versatile, enduring 1st level spells in Dungeons & Dragons 5th edition. While seemingly simple on the surface, proper use of its cube area of effect, secondary push effect, and loud audible boom grant thunderwave incredible utility in and out of combat.Entangle. Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends.Review by Sam West, Twitter:@CrierKobold. Listen: Thunderwave is fine.If you want a decent area effect damaging spell, this counts. But you probably shouldn't put that much more faith into it.Unless you're deliberately planning out managing area damage effects like Wall of Fire mixed with it, most of the rest of the spell will be at its best when all you need to care about is its damage.Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area.Psionics in DnD 5e . When DnD 5e launched in 2014, Psionics were conspicuously absent - a somewhat jarring decision given just how much psionic bloat was included in 4e by that edition's end of life.. In retrospect, it's not too surprising; the 5e design team was building their new edition in (what they perceived, at least, to be) direct reaction to the tactical, crunchy, wargamer ...A range of self means the caster is the target, as in shield, or the point of origin, as in thunderwave (PH, 202). In your example, spells like Thunderous Smite or Wrathful Smite could be made to also affect the caster's beast companion through the Share Spells feature of the Beast Master.In the first image is what a 15ft cube centered on you truly looks like, it is pitiful, and is also the AoE of the cantrip Thunderclap. The next image is what a 15ft radius cube centered on you looks like and is overpowered for a 1st level spell. The third image is how Thunderwave truly is. The blue square is the AoE and the green around it is ...The spell Thunderwave has the rather unusual target area of a 15-foot cube, the point of origin for which is the caster, which is generally understood to mean you can …FYI everyone wrt to cursed items (b/c it wrecked a twist at my table); "Most methods of identifying items, including the identify spell, fail to reveal such a curse, although lore might hint at it. A curse should be a surprise to the item's user when the curse's effects are revealed." <-- from the DMG There's at least one exceptional item in Tales from the Yawning Portal with a curse that ...5. No, wild shape does not automatically break the grapple. Grappling applies the 'grappled' condition and conditions are not automatically removed when you wild shape. Further, once you have the grappled condition, the restrictions on grappling target size does not matter. Only the listed ways under the condition's description, the grappler ...Personally, I would definitely rule that something like wall of ice is not an unsecured object, and therefore won't be pushed around by thunderwave. After all, it's not like an average person could just pick it up and move it around, or push it over, or whatever. I would rule it depending on the scenario. If mage vs mage then competing spell ...Flavoring Artificer spells. One of the things that gets me most excited about playing my Artificer in a few weeks is thinking of all the ways I can flavor my spells with my tools. I'm going Artillerist so my Arcane Firearm is going to be a wand that's shaped similar to a pistol or maybe even having tinkered with a pistol to shoot some of the ...From Volo's Guide to Monsters, page 109. Your kenku character has the following racial traits. Ability Score Increase: Your Dexterity score increases by 2, and your Wisdom increases by 1. Age: Kenku have shorter lifespans than humans. They reach maturity at about 12 years old and can live to 60. Alignment: Kenku are chaotic creatures, rarely making enduring commitments, and they care mostly ...Spells like moonbeam, thunderwave, call lightning, and heat metal don't require the user to make an attack roll, but rather the target must make a saving throw. What about on sleeping or unconscious targets? According to the PHB, any attack made on an unconscious target that hits while you are within 5 feet of said target is a critical hit.Here is a quick reference for the spells. They are all level 1 spells. Burning Hands (5e): 15ft cone, deals 3d6 fire damage, reflex halves. Thunderwave (5e): 15ft cube, deals 2d8 thunder damage and targets are knocked back 10 ft, con save to halve damage and not be knocked back. Burning Hands (Pathfinder): 15ft cone, deals 1d4 fire damage per ...5e Official Plants Lists - 03/03/21 by MrFishy - Created with GM Binder. Nilhogg's Nose. A Nilhogg's nose is a small mushroom that grants any creature that eats it advantage on Wisdom (Perception) checks based on smell for 1d4 hours.Here is a quick reference for the spells. They are all level 1 spells. Burning Hands (5e): 15ft cone, deals 3d6 fire damage, reflex halves. Thunderwave (5e): 15ft cube, deals 2d8 thunder damage and targets are knocked back 10 ft, con save to halve damage and not be knocked back. Burning Hands (Pathfinder): 15ft cone, deals 1d4 fire damage per ...Lightning damaging spells do not behave differently in water. The various lightning spells you mention, shocking grasp, call lightning and chain lightning, none of them mention interacting with water in any way, so they don't. Spells only do what they say they do, although a DM is free to rule otherwise (also see the end of the quote at end of ...A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage. Caused by a sonic boom, or otherwise extremely loud sound, representing the concussive force and damaging effect on the ear. This is a very rare damage type but can also be created by arbitrary elemental effect spells. Examples:Thunderwave was a spell of low complexity that was known by some wizards. An , Take thunderwave (PHB p. 282) as an example: A wave of thunderous force sweeps out from you. Each cre, About this mod. Adds Metamagic options such as Empow, The dnd 5e Thunderwave spell will emit a thunderous boom audibly 300 feet away from you. At Hi, (1) 雷鳴波 thunderwave 1 環塑能術 施法時間:1 次動作 射程:自我(15 尺立方) 構材:, The highest this can be is 19 (8 + 6 [prof] + 5 [cha]). The save i, Thunderwave 1st-level evocation. Casting Time: 1 action Range: Self (15-foot cube) Components: V, S , Take thunderwave (PHB p. 282) as an example: A wave of thunderous, What Is Thunderwave? Here are the stats for the thunderwave spell, a, Dungeons and Dragons (D&D) Fifth Edition (5e) Monster, Shatter 5e. 2nd-level Evocation. Casting Time: 1 Action Range:, Descrição (Livro Do Jogador) Encontrado na página 264. Um, A Complete Guide to Playing a Tempest Cleric in 5e, Lunar Sorcerer 5e Guide. Lunar Sorcerers are a new subclass introduc, Vague tonnante. Une vague de force de tonnerre émane d, Saving Throws Are Rolled First. According to every "save for , "Thunderwave" has been changed to "witch bolt." , Thunderwave Compendium - Sources->Dungeons & .