Thunderwave is the classic “get off me” spell. A wave of thunderous force sweeps out from you in a 15-foot cube; each creature in the area makes a Constitution saving throw, taking thunder damage and being pushed 10 feet away on a failure.
This Thunderwave 5E guide covers positioning, friendly fire, and upcasting.
- Spell Level
- 1st
- Spell Type
- Evocation
- Casting Time
- 1 Action
- Range
- Self (15-foot cube)
- Component Requirements
- Verbal, Somatic
- Duration
- Instantaneous
- Class
- Bard, Druid, Sorcerer, Wizard
- At Higher Levels
- +1d8 damage per slot level above 1st
How does Thunderwave work?
You create a 15-foot cube originating from you. Creatures in the area:
- Fail Con save → thunder damage + pushed 10 feet away from you
- Succeed → half damage, no push
Unsecured objects are also pushed. The spell emits a thunderous boom audible out to a long distance (check your print for the exact range).
Best uses
- Break a surround when three goblins pin your Wizard
- Shove enemies off cliffs, into Spirit Guardians, or out of doorways
- Open a fight in a choke point when allies are safely behind you
Mistakes to avoid
- Standing so the cube clips allies
- Casting it in stealth missions (the boom is loud)
- Expecting it to move huge creatures if your table uses size-based shove limits — Thunderwave’s push is part of the spell effect, but terrain still matters
Frequently Asked Questions
Is the cube in front of you or around you?
You choose the cube’s point of origin adjacent to yourself; it extends outward from that face/orientation. Aim carefully in theater-of-the-mind.
Does the push provoke opportunity attacks?
Forced movement typically does not provoke. Confirm with your DM’s forced-movement ruling.
Thunderwave vs Shield for survival?
Different tools. Shield stops hits; Thunderwave creates space. Low-level casters often want both prepared.


