Quick Answer
Thunderwave is a 1st-level evocation spell. Each creature in a 15-foot cube extending from you makes a Constitution saving throw. On a fail it takes 2d8 thunder damage and is pushed 10 feet away from you. On a success it takes half damage and is not pushed. The spell makes a boom audible out to 300 feet. It deals 1d8 more per slot level above 1st.
Overview
Thunderwave is a 1st-level evocation spell that hits everything in front of you and shoves it away. Bards, Druids, Sorcerers, and Wizards can take it at 1st level. It deals 2d8 thunder damage, 9 on average, and pushes creatures that fail the save 10 feet.
It is one of the best answers a low-level caster has when enemies reach melee. The damage alone kills many weak creatures, and the push breaks grapples and opens room to retreat. It can also push enemies off ledges or into hazards. The trade-offs are the short reach, the risk of catching allies in the cube, and the loud boom, which ends any attempt at stealth.
Stat Block
| Property | Value |
|---|
| Level | 1 |
| School | Evocation |
| Casting Time | 1 action |
| Range | Self (15-foot cube) |
| Components | V, S |
| Material | None |
| Duration | Instantaneous |
| Concentration | No |
| Ritual | No |
| Save/Attack | CON |
| Classes | Bard, Druid, Sorcerer, Wizard |
When NOT to Use This
- •When the party is sneaking. The boom is audible out to 300 feet.
- •When allies are in the 15-foot cube in front of you. The spell does not choose targets.
- •Against a single enemy at range. The cube starts at you, so it only hits nearby creatures.
- •When pushing enemies helps them, such as knocking them away from a hazard or toward your back line.
Spell Slot Efficiency
| Metric | Assessment |
|---|
| Slot Efficiency | Strong at levels 1–4, especially against groups of weak melee enemies. |
| Action Economy | One action for damage, a push, and possibly a free escape. |
| Opportunity Cost | Competes with Shield and Sleep for 1st-level slots. Upcasting adds only 1d8 per level. |
When worth the slot: Two or more enemies adjacent to you, a grapple you need to break, or a ledge or hazard next to enemies.
When NOT worth the slot: Stealth missions, single targets, or crowded melee where allies would be hit.
Pro Tips
Tip #1: Use it to break a grapple.
Why it works: The Grappled condition ends if an effect removes the grappled creature from the grappler's reach. The SRD uses Thunderwave as its example. Push the grappler 10 feet and you are free.
This avoids the mistake of: Spending your action on an Athletics or Acrobatics check you might lose.
Tip #2: Push enemies off ledges or into hazards.
Why it works: A failed save pushes the creature 10 feet. Falling deals 1d6 bludgeoning damage per 10 feet fallen. A hazard such as a Moonbeam or a fire may also trigger if the creature is pushed into it, depending on how your DM rules forced movement into an area.
This avoids the mistake of: Treating the push as a minor bonus when it can be the main effect.
Tip #3: Create an escape route.
Why it works: Pushed creatures end up 10 feet away, out of a 5-foot reach. Cast the spell before you move, then use your movement on the same turn to back off. Creatures that were pushed out of reach cannot make opportunity attacks as you leave.
This avoids the mistake of: Moving first and casting second, which gives adjacent enemies their opportunity attacks.
Tip #4: Angle the cube.
Why it works: The cube's point of origin can be anywhere on one face of the cube, and you are that origin. You can shift the cube to the left or right of you to catch enemies and leave allies out.
This avoids the mistake of: Assuming the cube must be centered in front of you.
Common Mistakes to Avoid
Thinking you are inside the cube.
Why it's bad: The cube extends from you, and a cube's point of origin is not in its area unless the caster chooses otherwise. You do not hit yourself.
Do this instead: Stand so that enemies are in the 15-foot cube and allies are behind or beside you.
Pushing creatures that saved.
Why it's bad: Only creatures that fail the save are pushed. A creature that succeeds takes half damage and stays put.
Do this instead: Plan for some enemies to stay adjacent, and have an escape plan that does not depend on every push.
Forgetting the boom.
Why it's bad: The spell makes a thunderous boom audible out to 300 feet. Nearby guards and monsters may come to investigate.
Do this instead: Use it when stealth is already broken, or accept that reinforcements may come.
Forgetting unsecured objects move too.
Why it's bad: Unsecured objects completely inside the cube are pushed 10 feet away from you. That can scatter loot, knock over lanterns, or move an item you wanted.
Do this instead: Remember the push before casting near something fragile or important.
Usage Tips
- •Worked example: a 1st-level wizard with 16 Intelligence has a spell save DC of 13. Three goblins (Constitution +0, 7 hit points each) are adjacent in the cube. Each needs a 13 or higher to succeed, so each fails 60% of the time.
- •On a fail, a goblin takes 2d8, 9 on average, and dies on a roll of 7 or more about 77% of the time. On a success it takes half, rounded down, which reaches 7 only about 5% of the time.
- •Each goblin has about a 50% chance to die, so the spell kills about 1.5 goblins on average. Expected damage is about 7.1 per goblin.
- •Upcast at 2nd level for 3d8 (13.5 average). Try the roll in the dice roller or compare options in the damage calculator.
- •A creature pushed off a 30-foot ledge falls and takes 3d6 bludgeoning damage, 10.5 on average, on top of the spell's damage.
Rules Notes
- •Area: a 15-foot cube whose point of origin is you. You choose where on one face of the cube you are.
- •Each creature in the cube makes a Constitution save. Fail: 2d8 thunder damage and pushed 10 feet away from you. Success: half damage, not pushed.
- •Unsecured objects completely within the area are pushed 10 feet away from you automatically.
- •The boom is audible out to 300 feet.
- •Upcasting adds 1d8 per slot level above 1st. The push stays 10 feet.
- •Forced movement from the push does not provoke opportunity attacks.
- •The Grappled condition ends if the grappled creature is moved out of the grappler's reach.
Synergies
- •Moonbeam and other damaging areas: push enemies into the area, if your DM rules forced movement as entering. See the Moonbeam guide.
- •Ranged allies: pushed enemies spend their next move walking back, which gives archers and casters another round of attacks.
- •Ledges, pits, and bridges: falling damage adds 1d6 per 10 feet.
- •Shatter: another thunder damage area spell with range. See the Shatter guide.
Anti-Patterns
- •Casting it while the party rogue is scouting ahead quietly.
- •Pushing an enemy away from your fighter, who now has to walk to reach it again.
- •Upcasting it to high levels for 1d8 per slot when other spells scale better.
Tactical Modules
- •Grapple Breaker. When to use: An enemy has grappled you or an ally next to you. Synergy: If the grappler fails, the push ends the grapple.
- •Cliff Edge. When to use: Enemies stand near a drop. Synergy: Falling damage on top of the spell.
- •Breathing Room. When to use: Two or three enemies have closed to melee with you. Synergy: Damage, push, then use your remaining movement to step back.
Countermeasures
- •Threat: High-Constitution brutes — Response: Expect half damage and no push. Fallback: Use a spell that targets a weaker save.
- •Threat: Allies mixed in with enemies — Response: Angle the cube or reposition first. Fallback: Use a single-target spell this round.
- •Threat: Resistance to thunder damage — Response: The push still happens on a failed save. Fallback: Use it only for the push and positioning.
Thunderwave in the 2024 Rules
Thunderwave is almost unchanged in the 2024 rules. It still deals 2d8 thunder damage in a 15-foot cube originating from you, pushes creatures that fail 10 feet, pushes unsecured objects, and makes a boom audible within 300 feet. The upcast bonus is still 1d8 per slot level. The range entry is written as "Self," and the class list stays Bard, Druid, Sorcerer, and Wizard. The 2024 rules also restate that a Cube's point of origin is not included in its area unless the creator decides otherwise.
Frequently Asked Questions
How does Thunderwave work in 5e?
A 15-foot cube extends from you. Each creature in it makes a Constitution save. On a fail it takes 2d8 thunder damage and is pushed 10 feet away from you, and on a success it takes half damage and is not pushed.
Does Thunderwave hit you in 5e?
No. The cube originates from you, and a cube's point of origin is not part of its area unless you choose otherwise. Allies inside the cube are hit, though.
How far does Thunderwave push?
10 feet away from you, but only creatures that fail the save. Upcasting increases the damage, not the push distance.
Does Thunderwave provoke opportunity attacks?
No. Being pushed is forced movement, and forced movement does not provoke opportunity attacks. If you cast it before moving, enemies pushed out of reach cannot make opportunity attacks against you as you walk away on the same turn.
How loud is Thunderwave in 5e?
The spell makes a thunderous boom audible out to 300 feet. That is enough to alert most of a dungeon level or a nearby camp.
Can Thunderwave break a grapple?
Yes. If the grappler fails its save and is pushed 10 feet, the grappled creature is no longer in its reach, so the condition ends. The SRD's Grappled condition uses Thunderwave as its example.
Is Thunderwave good in 5e?
Yes, especially at low levels. It hits several adjacent enemies, pushes them away, and needs no concentration. Its drawbacks are the short reach, the risk to nearby allies, and the noise.
What is the area of Thunderwave in 5e?
A 15-foot cube, which covers nine 5-foot squares on a grid. You are on one face of the cube, so it extends 15 feet out from you.
Citations: api:spells/thunderwave; 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.