So I finally got the chance to play the tempest cleric that I have been wanting to play, in a water based campaign too! We recently encountered a situation in which we had to deal with some reef sharks and I tried using thunderwave while in the water with the shark. Long story short (and I think this occurred due to a miss understanding of the rules of spells by everyone), several members of the party took damage and the boat was pushed further away. This caused me to go back and read the rules to gain a better understanding of how they function.
This excites me because I now have an idea for the use of thunderwave. My idea is that the cleric could throw out some ball bearings (or other pieces of scrap metal) between them and the enemies that are within the reach of the spell. When the spell is cased, the ball bearings or scrap metal would be hit first causing them to fly ten feet into the enemies causing damage prior to the spell hitting the enemies and causing the normal damage. In essence, the cleric could be practically a walking claymore mine lol.
Just curious what everyone else's favorite use of thunderwave is or do you dislike the spell all together? Post your ideas and lets talk about it :)
Your description is very far from RAW. Spells (and everything else) only do what they say they do. That’s to say, the ball bearings shouldn’t do anything. Adding extra damage at no cost really runs afoul of game mechanics. (For example, there’s probably any number of small bits of rocks and wood and what have you any time you cast the spell, that some ball bearings aren’t really bringing anything to the party.) Run this by your DM, between sessions, so they can have time to think it over instead of making a snap ruling.
So I finally got the chance to play the tempest cleric that I have been wanting to play, in a water based campaign too! We recently encountered a situation in which we had to deal with some reef sharks and I tried using thunderwave while in the water with the shark. Long story short (and I think this occurred due to a miss understanding of the rules of spells by everyone), several members of the party took damage and the boat was pushed further away. This caused me to go back and read the rules to gain a better understanding of how they function.
This excites me because I now have an idea for the use of thunderwave. My idea is that the cleric could throw out some ball bearings (or other pieces of scrap metal) between them and the enemies that are within the reach of the spell. When the spell is cased, the ball bearings or scrap metal would be hit first causing them to fly ten feet into the enemies causing damage prior to the spell hitting the enemies and causing the normal damage. In essence, the cleric could be practically a walking claymore mine lol.
Just curious what everyone else's favorite use of thunderwave is or do you dislike the spell all together? Post your ideas and lets talk about it :)
Per RAW, at least I am pretty sure this is off the top of my head, Thunderwave says that the caster is the point of origin for the cube. It does not say that you are the center of the cube.
Granted I don't know the positions your party members were in but there is a chance that you just had the spell center on you and move out (thus causing friendly fire)... but without the full details I am just guessing.
So I finally got the chance to play the tempest cleric that I have been wanting to play, in a water based campaign too! We recently encountered a situation in which we had to deal with some reef sharks and I tried using thunderwave while in the water with the shark. Long story short (and I think this occurred due to a miss understanding of the rules of spells by everyone), several members of the party took damage and the boat was pushed further away. This caused me to go back and read the rules to gain a better understanding of how they function.
This excites me because I now have an idea for the use of thunderwave. My idea is that the cleric could throw out some ball bearings (or other pieces of scrap metal) between them and the enemies that are within the reach of the spell. When the spell is cased, the ball bearings or scrap metal would be hit first causing them to fly ten feet into the enemies causing damage prior to the spell hitting the enemies and causing the normal damage. In essence, the cleric could be practically a walking claymore mine lol.
Just curious what everyone else's favorite use of thunderwave is or do you dislike the spell all together? Post your ideas and lets talk about it :)
Your description is very far from RAW. Spells (and everything else) only do what they say they do. That’s to say, the ball bearings shouldn’t do anything. Adding extra damage at no cost really runs afoul of game mechanics. (For example, there’s probably any number of small bits of rocks and wood and what have you any time you cast the spell, that some ball bearings aren’t really bringing anything to the party.) Run this by your DM, between sessions, so they can have time to think it over instead of making a snap ruling.
Per RAW, at least I am pretty sure this is off the top of my head, Thunderwave says that the caster is the point of origin for the cube. It does not say that you are the center of the cube.
Granted I don't know the positions your party members were in but there is a chance that you just had the spell center on you and move out (thus causing friendly fire)... but without the full details I am just guessing.
A Thunderwave create a 15-foot cube originating from you. A cube's point of origin lies anywhere on a face of the cubic effect.