Thunderwave
Level 1 · Evocation
- Damage
- Save
- AOE
Thunderwave occupies the evocation school at level 1, available to bard, druid, sorcerer, and wizard. Cast time: Action. Range Self, components V/S, duration instantaneous. Effect: You unleash a wave of thunderous energy. At higher levels: The damage increases by 1d8 for each spell slot level above 1.
Stat Block
- Level
- 1
- School
- Evocation
- Casting Time
- Action
- Range / Area
- Self
- Components
- V, S
- Duration
- Instantaneous
- Ritual
- No
- Concentration
- No
- Classes
- Bard, Druid, Sorcerer, Wizard
- Material
- —
Description
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 from you, and a thunderous boom is audible within 300 feet.
5e (2014) vs 2024 changes
This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.
Doungim Lore
School Fit
Thunderwave is Evocation — focused magical energy released as a wave of force in a 15-foot cube originating from the caster. 2d8 Thunder damage on a failed Con save; creatures that fail are also pushed 10 feet away. The push effect is the actual value of the spell, not the damage.
Class Fit
- Bard: Bards take Thunderwave at level 1 specifically for the push effect — knock enemies off ledges, into hazards, or away from squishy allies. The 15-foot cube originates from the caster, so positioning matters.
- Druid: Druids prepare Thunderwave from the full list each day, but the Wild Shape economy means prep cycles look different from a Cleric's. The higher-level scaling on Thunderwave is described in the spell text; check it before upcasting.
- Sorcerer: Sorcerers take Thunderwave for the push utility; Twin Spell doesn't apply (area effect), but Empowered and Heightened both work to push the failure rate higher.
- Wizard: Wizards take Thunderwave at level 1 and retrain it out by level 5 in most builds. The damage falls off; the push is occasionally still useful for terrain-based plays.
Related Spells
Frequently Asked Questions about Thunderwave
- What level spell is Thunderwave?
- Thunderwave sits at level 1 in the Evocation school of magic, prepared by Bard, Druid, Sorcerer, Wizard.
- How much damage does Thunderwave deal?
- At base level, Thunderwave's damage is 2d8 (thunder). Higher slots increase the damage as listed.
- What save does Thunderwave require?
- The save against Thunderwave is a Constitution saving throw. Specific rules for a successful save are spelled out in the spell description.
- What is the range of Thunderwave?
- Thunderwave is self-target only — the caster is the target of the spell, not another creature.
- What components and casting time does Thunderwave need?
- For Thunderwave: the cast needs V, S, casting is a normal Action.
- Can Thunderwave be upcast?
- Yes — The damage increases by 1d8 for each spell slot level above 1.