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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.

At Higher Levels: The damage increases by 1d8 for each spell slot level above 1.

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.
Bard spellsDruid spellsSorcerer spellsWizard spellsEvocation schoolLevel 1

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.
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Scannable QR code encoding the URL https://www.doungim.com/dnd/spells/thunderwave. Point a phone camera at this code to open the Thunderwave page on your mobile device — useful at the table when a DM's laptop or a printed sheet is showing the page.