Level 1 Evocation spell available to Bards, Druids, Sorcerers, and Wizards. It deals 2d8 Thunder in a 5m cube and pushes everything 8m away. Devastating with a cliff at your back.
Spell description: Release a wave of thunderous force that pushes away all creatures and objects.
Spell properties
- Damage: 2d8 Thunder
- Damage type: Thunder
- Range: Melee (1.5m)
- Area: 5m (17ft) cube
- Save: CON save
- Conditions applied: Pushed back 8m.
- Cost: Action + Spell Slot
- Recharge: Per action
Spell upcasting
Casting Thunderwave at a higher level deals an additional 1d8 Thunder damage for each spell slot level above the 1st.
How to obtain Thunderwave
- Bard, Druid, Sorcerer, Wizard at Class level 1
- Tempest Domain (Cleric) at Class level 1, as a Domain Spell
- Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
- Storm Sorcery (Sorcerer) at Class level 6
- Granted by features: Magic Initiate: Bard, Druid, Sorcerer, or Wizard
- Source items: Ring of Absolute Force, Thunderpalm Strikers
Thunderwave
Level 1 Evocation SpellRelease a wave of thunderous force that pushes away all creatures and objects.
When to cast Thunderwave
Thunderwave is damage plus a big shove: 2d8 to everything in a 5m cube and an 8m push on a failed save. Stand with your back to a ledge, let the enemies close, and blast the whole group off the edge for a Level 1 slot.
The push is the point, so cast it where the terrain does the killing, a chasm, a cliff, a hazard, rather than into open ground. In the right spot it is one of the highest-value Level 1 spells in the game; on flat terrain it is just a small area nuke.
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