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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

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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

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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.

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