Shatter vs Thunderwave
Both deal thunder damage; the geometry is different.
Shatter
- Level
- 2
- School
- Evocation
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, S, M
- Duration
- Instantaneous
- Concentration
- No
- Ritual
- No
- Classes
- Bard, Sorcerer, Wizard
A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's
Full entry →Thunderwave
- Level
- 1
- School
- Evocation
- Casting Time
- Action
- Range
- Self
- Components
- V, S
- Duration
- Instantaneous
- Concentration
- No
- Ritual
- No
- Classes
- Bard, Druid, Sorcerer, Wizard
You unleash a wave of thunderous energy. Each creature in a 15- foot Cube originating from you makes 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, a creature takes half as much damage only. In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away fro
Full entry →Which one should you pick?
- Pick Shatter: Pick Thunderwave when enemies are at point-blank range or you want to push them off a cliff (15-ft cube from you).
- Pick Thunderwave: Pick Shatter when targets are at 60 ft (10-ft radius sphere).
- Tiebreaker: Constructs take +1d8 from Shatter, none from Thunderwave — read the room before the slot.