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    Overview

    Listen up, new caster: Earthquake is a situational monster at 8th level. It trashes a massive 100-foot radius on the ground: difficult terrain, breaks concentrations on Con saves, knocks prone on Dex saves every turn you concentrate, opens GM-placed fissures that swallow the unwary (1d6 fissures, each 1d10x10 feet deep), and pounds structures for 50 bludgeoning damage per turn until they collapse in 5d6 rubble avalanches. RAW, it's ground-only – flying enemies laugh, underwater it's worthless, and indoors it might backfire. But against huddled ground-pounders near a tower? It wins wars. Burn an 8th slot only when terrain favors you; otherwise, it's a trap.

    Stat Block

    PropertyValue
    Level8
    SchoolEvocation
    Casting Time1 action
    Range500 feet
    ComponentsV, S, M
    MaterialA pinch of dirt, a piece of rock, and a lump of clay.
    DurationUp to 1 minute
    ConcentrationYes
    RitualNo
    Save/AttackNone
    ClassesCleric, Druid, Sorcerer

    When NOT to Use This

    • •Enemies 50%+ flying or burrowed – total waste.
    • •Underwater/swamp (no ground tremor).
    • •Indoors: fissures collapse ceiling on everyone.
    • •Few ground targets (<10): math doesn't justify 8th slot.
    • •Party melee-heavy in blast zone – friendly fire prone.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencySituational – elite vs ground sieges (ends fights), poor elsewhere (reliable 8th slots scarce).
    Action EconomyGood
    Opportunity CostForego Sunburst (radiant Dex, no terrain limit) or Dominate Monster (single-target win).

    When worth the slot: Hordes/buildings in open terrain; 100ft prone machine averages 3-4 rounds control.

    When NOT worth the slot: Flyers/water/indoor; <50% enemies affected wastes it.

    Pro Tips (Veteran Secrets)

    Tip #1: Target 10ft from structures: fissures extend edge-to-edge, collapse half-height radius catches evaders.

    Why veterans know this: GM fissure placement is adversarial; edge fissures maximize split/damage without hitting PCs.

    This avoids the mistake of: Newbies center on structure, wasting fissures on empty ground.

    Tip #2: Count turns: 50 dmg/turn drops most walls (GM-set HP ~100-200); end at 10s for 5 stacks.

    Why veterans know this: Concentration up to 1min, but structures fold in 2-4 rounds – recast if needed.

    This avoids the mistake of: Forgetting to drop concentration early, wasting action.

    Tip #3: Druid Moon Circle: Wild Shape fly over, drop from air for perfect positioning.

    Why veterans know this: 500ft range + fly ignores ground hazards; Sorcerer Twinned Haste enables.

    This avoids the mistake of: Ground casters eat own fissures.

    Tip #4: Fissure math: avg 1d6=3.5 fissures, each avg 55ft deep – lethal falls (10d6) for Medium.

    Why veterans know this: Dex save or fall; structures auto-collapse.

    This avoids the mistake of: Assuming players auto-save; RAW they ride edge on success.

    Common Mistakes to Avoid

    Casting vs flying-heavy groups.

    Why it's bad: 100% immune; burns 8th slot while Meteor Swarm would've shredded.

    Do this instead: Ask DM enemy positions first; save for ground sieges.

    Centering on PCs/melee allies.

    Why it's bad: Prone/Dex saves hit party too; fissures bury tanks.

    Do this instead: Offset 50ft toward enemies; communicate 'quake incoming!'.

    Ignoring structures HP.

    Why it's bad: Cast on indestructible mountain = prone only, mediocre.

    Do this instead: Target villages/castles; scout for wood/stone (low HP).

    Forgetting initial Con break.

    Why it's bad: Enemy Hold Person lingers, dominating fight.

    Do this instead: Cast first action; it auto-breaks most concentrations.

    Usage Tips

    • •Scout terrain first – cast from 500ft away on a hill overlooking clustered foes near walls for max fissures/collapse chaos.
    • •Upcast? No higher levels, but pair with Haste on a melee ally to exploit prone enemies.
    • •Against hordes, position center to maximize prone/fissure overlap; flying allies shine here.
    • •Track your concentration: initial Con save hits casters hard, so position safely.

    Rules Notes

    • •Initial cast forces Con save vs concentration break for ground creatures in area.
    • •Dex save each round (cast and end of your turns) or prone; fissures open start of your next turn.
    • •Structures auto-collapse if fissure opens beneath; collapse forces Dex save half height away: fail 5d6 bludg, prone, buried (DC20 Str escape).
    • •GM determines additional terrain effects; e.g., no fissures on water/structures suspended.

    Synergies

    • •Spike Growth (2nd) beforehand: prone + difficult terrain = averages 4.5 damage/step, enemies crawl at 5ft.
    • •Web or Entangle: immobilize so they eat every fissure/prone round.
    • •Sleet Storm: Dex disadvantage stacks prone hell.
    • •Fly or Levitate casters: you quake, they dive-bomb prone packs.

    Anti-Patterns

    • •Avoid open air battles – flyers immune, wastes 8th slot.
    • •Skip vs burrowing/tunnelers; they dip underground.
    • •No indoor tight spaces: your party might fissure-prone themselves.

    Tactical Modules

    • •Castle Siege — When to use: Enemies fortified in/near buildings, ground-bound.. Synergy: Structures crumble turn 1-2 (50 dmg/turn), fissures split forces; follow with Fireball on rubble-trapped.
    • •Horde Lockdown — When to use: 20+ weak ground foes clustered.. Synergy: Prone every round (Dex save or fail), difficult terrain halves speed; allies nova with advantage.
    • •Boss Arena Control — When to use: Large boss + adds on open ground.. Synergy: Fissures under boss, prone adds; synergizes with grapple/pull into pits.

    Countermeasures

    • •Threat: Flying enemies dominate. — Response: Don't cast; pivot to Chain Lightning.. Fallback: Position for ground-only next round or AOE like Sunburst.
    • •Threat: Dispel Magic incoming. — Response: Cast from max range (500ft), high ground; use Counterspell if Sorcerer.. Fallback: Dominate Person on their caster.
    • •Threat: Enemy casters concentrating. — Response: Initial Con save breaks most; prone hinders their action economy.. Fallback: Synaptic Static for reliable Con damage.

    Frequently Asked Questions

    Does Earthquake work underwater 5e?

    No, RAW it's a seismic disturbance on the ground you see; water has no 'ground' for tremors/fissures. GM might improvise, but stick to land. Use Tsunami instead.

    Can you twin Earthquake 5e?

    No, it's an area effect (100ft radius), not single target. Twinned Spell only for single creature spells. Sorcerers: Quickened + normal for double AOE elsewhere.

    Is Earthquake good for Druids 5e?

    Situational excellent for Circle of Moon (fly to position) or Land (terrain mastery). Prone synergizes Wild Shape grapples. Skip if campaign aerial/naval.

    Earthquake spell structures 5e damage?

    50 bludgeoning/turn to structures in contact with ground; fissures auto-collapse. Collapse: Dex save or 5d6 bludg, prone, buried (DC20 Str escape). GM sets HP.

    Does Earthquake break concentration 5e?

    Yes, initial cast forces Con save on concentrating ground creatures or break. No damage, just save. Great vs Hold/Fireball casters.

    Earthquake vs Tsunami 5e which better?

    Earthquake for land sieges/structures (prone + fissures); Tsunami for water hordes (recharge swim + prone). Earthquake edges terrain denial, Tsunami mobility.

    Best classes for Earthquake 5e?

    Druid (terrain synergy, Wild Shape fly); Tempest Cleric (max Dex punish); Sorcerer (Quickened double-upcast lower). All love ground fights.

    Can Earthquake destroy castles 5e?

    Yes, 50 dmg/turn crumbles walls (GM HP 100-500); fissures split baileys. Perfect siege spell, but concentration vulnerable.


    Citations: api:spells/earthquake

    Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.

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