Thunderwave

1st-level evocation · 2d8 Thunder damage, average 9

9 average Thunder damage · 2–16

Roll Thunderwave

Press a roll button. The dice land here.

Spell details

Level
1st-level
School
Evocation
Casting time
Action
Range
Self
Components
V, S
Duration
Instantaneous
Classes
Bard, Druid, Sorcerer, Wizard
Save
Constitution (half on success)

Thunderwave damage by level

Cast atDiceAverageRangeOn a save
1st slot92–164.3
2nd slot13.53–246.5
3rd slot184–328.8
4th slot22.55–4011
5th slot276–4813.3
6th slot31.57–5615.5
7th slot368–6417.8
8th slot40.59–7220
9th slot4510–8022.3

“On a save” is the average of half each roll, rounded down, as the rules do it.

The odds of 2d8

2: 1.56%3: 3.13%4: 4.69%5: 6.25%6: 7.81%7: 9.38%8: 10.94%9: 12.50%10: 10.94%11: 9.38%12: 7.81%13: 6.25%14: 4.69%15: 3.13%16: 1.56%
2chance of each total for 2d816
TotalChance
6 or more84%
9 or more56%
13 or more16%
15 or more5%

Thunderwave against other 1st-level damage spells

By average damage on one target, Thunderwave ranks 9th of 15 1st-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.

Rules text

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 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. Using a Higher-Level Spell Slot. The damage increases by for each spell slot level above 1.

This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.