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    Quick Answer

    Shatter is a 2nd-level evocation spell. A burst of sound erupts at a point within 60 feet. Every creature in a 10-foot-radius sphere makes a Constitution saving throw and takes 3d8 thunder damage on a fail, or half on a success. In 2014 rules, creatures made of inorganic material such as stone, crystal, or metal save with disadvantage. It gains 1d8 per slot level above 2nd.

    Overview

    Shatter is a 2nd-level evocation spell that deals area damage from a safe distance. Bards, Sorcerers, Warlocks, and Wizards can take it from 3rd level in the 2014 rules. It deals 3d8 thunder damage, 13.5 on average, to everything in a 20-foot-wide sphere. Unattended nonmagical objects in the area take the damage too, so it can also break things.

    It is a strong pick at 3rd and 4th level, when it is often the best area spell you have. Its weak points are the Constitution save, which tough monsters tend to pass, and the fact that it hits allies in the area as well. Against constructs and other creatures made of stone or metal, the disadvantage on the save makes it much more reliable.

    Stat Block

    PropertyValue
    Level2
    SchoolEvocation
    Casting Time1 action
    Range60 feet
    ComponentsV, S, M
    MaterialA chip of mica.
    DurationInstantaneous
    ConcentrationNo
    RitualNo
    Save/AttackCON
    ClassesBard, Sorcerer, Warlock, Wizard

    When NOT to Use This

    • •When allies are in the 10-foot radius. The spell does not pick targets.
    • •Against one high-Constitution enemy. Big brutes often pass Constitution saves; a spell attack or a Wisdom or Dexterity save may land more often.
    • •When stealth matters. The spell is a painfully loud ringing noise by design.
    • •When enemies are inside a Silence spell. Creatures entirely inside it are immune to thunder damage.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyGood at 2nd level when three or more enemies are grouped. Weaker when upcast past 3rd.
    Action EconomyOne action, no concentration, damage now.
    Opportunity CostCompetes with control spells like Hold Person and Web for the same slot.

    When worth the slot: Groups of enemies within 10 feet of one point, constructs, or a locked door or chain you need gone.

    When NOT worth the slot: One high-Constitution target, or when a 3rd-level slot could cast Fireball instead.

    Pro Tips

    Tip #1: Aim at constructs and stone or metal creatures.

    Why it works: In 2014 rules, a creature made of inorganic material has disadvantage on the save. In 2024 rules, any Construct does. That roughly turns a coin-flip save into a likely failure.

    This avoids the mistake of: Saving Shatter for soft targets when it is best against animated armor and golems.

    Tip #2: Use it on objects, not just creatures.

    Why it works: A nonmagical object that is not worn or carried takes the damage too. Chains, a wooden door, or a rope bridge in the area can break. The object's durability is up to the DM.

    This avoids the mistake of: Forgetting a damage spell can also solve a lock or a barricade.

    Tip #3: Place the point between enemies, not on one.

    Why it works: The sphere is 20 feet across. Centering it on a point between two clusters can catch more creatures than centering it on any one of them.

    This avoids the mistake of: Catching only the one enemy you clicked on.

    Tip #4: Do not upcast past 3rd if you have better options.

    Why it works: Shatter adds only 1d8, or 4.5 average, per slot level. At 3rd level a wizard or sorcerer can cast Fireball for 8d6, 28 on average, in a larger 20-foot radius.

    This avoids the mistake of: Paying a high slot for a small damage increase.

    Common Mistakes to Avoid

    Thinking deafened creatures are immune.

    Why it's bad: Shatter has no hearing requirement. A deafened creature still makes the save and takes the damage.

    Do this instead: Cast it normally. The only common sound-based protection is the Silence spell, which grants immunity to thunder damage to creatures entirely inside it.

    Thinking it only damages enemies.

    Why it's bad: Every creature in the sphere saves, including your allies and you if you are inside it.

    Do this instead: Check the 10-foot radius before casting, and wait a round if your fighter is in the middle of the group.

    Assuming every tough-looking monster saves with disadvantage.

    Why it's bad: The 2014 text names "inorganic material such as stone, crystal, or metal." Animated armor and golems clearly qualify. Others, like a gargoyle or a skeleton, are a DM call.

    Do this instead: Ask the DM before you count on it. Under 2024 rules, the rule is simply "Constructs," which is easy to check.

    Expecting magic items to break.

    Why it's bad: Only nonmagical objects take the damage, and only if no one is wearing or carrying them.

    Do this instead: Use Shatter on scenery and unattended gear, not an enemy's held weapon.

    Usage Tips

    • •Worked example: a 3rd-level wizard with 16 Intelligence has a spell save DC of 13. Four orcs (Constitution save +3, 15 hit points each) stand in the area. Each orc needs a 10 or higher to succeed, so each fails 45% of the time.
    • •A failed save takes 13.5 on average and a success takes half, rounded down, which averages 6.5. Each orc takes about 9.7 expected damage, and the four together take about 39.
    • •An orc dies outright only if it fails and the 3d8 roll is 15 or more. That happens about 18% of the time per orc. Shatter softens a group; it rarely clears one at this level.
    • •Against animated armor (Constitution save +1, 33 hit points), the same wizard does better. The armor must roll 12 or higher on both dice, which happens only about 20% of the time. It fails about 80% of the time and takes about 12 expected damage per casting.
    • •Compare options in the damage calculator, or roll the upcast version in the dice roller.

    Rules Notes

    • •Area: a 10-foot-radius sphere centered on a point you choose within 60 feet.
    • •Each creature in the area makes a Constitution save. It takes 3d8 thunder damage on a fail or half on a success.
    • •2014: creatures made of inorganic material such as stone, crystal, or metal have disadvantage on the save.
    • •Nonmagical objects in the area that are not worn or carried also take the damage.
    • •Upcasting adds 1d8 per slot level above 2nd.
    • •No concentration and no attack roll. Cover rules for area spells still matter: the effect spreads from the point of origin, and total cover blocks it.
    • •The material component has no cost and is not consumed, so a focus or component pouch covers it.

    Synergies

    • •Grouping effects: spells and features that pull enemies together, such as a Web or a held doorway, give Shatter more targets.
    • •Thunderwave: both deal thunder damage, so check resistances once and plan for both. See the Thunderwave guide.
    • •Bards without Fireball: for a bard, Shatter stays a solid area option until higher-level spells arrive.
    • •Breaking scenery: collapse a rope bridge or smash crates for cover, with the DM deciding what breaks.

    Anti-Patterns

    • •Casting it into melee where your own fighter is surrounded.
    • •Upcasting it to 4th or 5th level for 5d8 or 6d8 when you have stronger spells at those levels.
    • •Using it on a single tough enemy every turn when a spell attack would hit more often.

    Tactical Modules

    • •Construct Breaker. When to use: Animated objects, armor, or golems. Synergy: Disadvantage on the save makes failed saves the most likely outcome.
    • •Opening Burst. When to use: Enemies bunch up at a door or in a narrow corridor. Synergy: Hit them before they spread out.
    • •Demolition. When to use: You need a chain, door, or bridge broken. Synergy: The damage hits unattended nonmagical objects in the area.

    Countermeasures

    • •Threat: Enemies spread out across the room — Response: Pick the densest point and accept fewer targets, or switch to a single-target spell. Fallback: Hold the spell until they group at a chokepoint.
    • •Threat: A Silence spell is up — Response: Creatures entirely inside it are immune to thunder damage, and you cannot cast Shatter from inside it because it has a verbal component. Fallback: Use a different damage type.
    • •Threat: High-Constitution brutes — Response: Use a spell that targets a weaker save. Fallback: Hit their weaker allies with Shatter instead.

    Shatter in the 2024 Rules

    The 2024 version keeps the damage, area, range, save, and upcast bonus. The disadvantage rule changes from "a creature made of inorganic material such as stone, crystal, or metal" to "a Construct." That is easier to rule. Some stone or metal monsters that are not Constructs lose the disadvantage, such as a gargoyle, which is an Elemental.

    The class list also changes. The 2024 System Reference Document lists Shatter for Bards, Sorcerers, and Wizards. Warlocks no longer have it on their spell list.

    • •Thunderwave: the 1st-level thunder spell that also pushes.
    • •Burning Hands: another low-level area damage option.
    • •Deafened: why being deafened does not protect against Shatter, and how Silence does.
    • •Cover: how walls and total cover affect area spells.
    • •Browse all spell guides.

    Frequently Asked Questions

    How much damage does Shatter do in 5e?

    Shatter deals 3d8 thunder damage, 13.5 on average, to each creature in a 10-foot-radius sphere. A creature that succeeds on its Constitution save takes half. Each slot level above 2nd adds 1d8.

    Is Shatter good in 5e?

    Yes, at low levels. It is one of the best area damage spells available at 2nd level, and it is excellent against constructs. It falls off once you can cast Fireball or other 3rd-level area spells.

    Does Shatter hurt allies in 5e?

    Yes. Every creature in the 10-foot-radius sphere makes the save, including allies and the caster. Place the center so that friendly creatures are outside the area.

    Does Shatter break objects in 5e?

    It damages nonmagical objects in the area that are not being worn or carried. Whether a specific door, chain, or wall breaks depends on its durability, which the DM decides. Magic items and carried gear are not affected.

    Which creatures have disadvantage against Shatter?

    In the 2014 rules, creatures made of inorganic material such as stone, crystal, or metal. Animated armor and golems clearly count, while borderline cases are up to the DM. In the 2024 rules, Constructs have disadvantage.

    Can Warlocks take Shatter in 5e?

    In the 2014 rules, yes, Shatter is on the warlock spell list. In the 2024 System Reference Document it is listed only for Bards, Sorcerers, and Wizards.

    Does Shatter work on deafened creatures?

    Yes. Shatter does not require the target to hear anything. Only creatures entirely inside a Silence spell are immune to its thunder damage.

    Shatter vs Thunderwave in 5e: which is better?

    Shatter is a 2nd-level spell with 60-foot range and 3d8 damage in a 10-foot radius. Thunderwave is a 1st-level 15-foot cube from you that deals 2d8 and pushes failed targets 10 feet. Shatter is better for damage at range, and Thunderwave is better for pushing enemies away from you.


    Citations: api:spells/shatter; SRD 5.1; SRD 5.2.1

    Includes SRD content per CC BY 4.0. Sources: dnd5eapi.co, System Reference Document 5.1 and 5.2.1.

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