Thunderwave
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. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At a Glance
Level
1st
School
Evocation
Casting Time
1 action
Range
Self (15-foot cube)
Duration
Instantaneous
Concentration
No
How Thunderwave Works
| Casting Time | 1 action |
|---|---|
| Range | Self (15-foot cube) |
| Components | V, S |
| Duration | Instantaneous |
| Saving Throw | Constitution |
Available to:
BardDruidSorcererWizard
Damage
2d8 thunder(Constitution)
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Common Mistakes
Common Mistake
Forgetting it's a 15-foot cube, not a radius - affects a square area in one direction
Common Mistake
Not realizing the push can move enemies into hazards or off ledges for extra damage
Common Mistake
Overlooking that it's extremely loud (300 feet) and will alert everyone nearby
DM Tips
DM Tip
Excellent for creating space when surrounded or pushing enemies into environmental hazards
DM Tip
The cube originates from you, so you choose which direction it extends
Sources & Further Reading
- Thunderwave — D&D 5e Wikidot — Full SRD text
- Thunderwave — Roll20 Compendium — Structured reference
- Thunderwave — D&D Beyond — Official digital reference