MarkVIIIMarc
2018-04-03, 08:47 AM
Here it is:
"A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecure Objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Verbal and Semantic Components"
Here are my random thoughts:
At the level 1 - 7 tables I play at this is a go to spell which can level a field of poorly positioned bad guys.
Our DM's usually joke about it giving the party disadvantage on hearing checks when its used in a small room. We do typically have it warn other bad guys we are coming or other party members split from the group are allowed to hear it.
If an enemy gets pushed into a wall it seems we give them 1 D4 or damage from it as a little bonus.
In a campaign when we were fighting demons and devils it seemed they largely had advantage on saves vs everything magical or resistance to this this and that. That limited the fun of Thunderwave a bit. It did not do a good job of getting my Bard out of melee. At least it was half damage not all or nothing though.
"A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecure Objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Verbal and Semantic Components"
Here are my random thoughts:
At the level 1 - 7 tables I play at this is a go to spell which can level a field of poorly positioned bad guys.
Our DM's usually joke about it giving the party disadvantage on hearing checks when its used in a small room. We do typically have it warn other bad guys we are coming or other party members split from the group are allowed to hear it.
If an enemy gets pushed into a wall it seems we give them 1 D4 or damage from it as a little bonus.
In a campaign when we were fighting demons and devils it seemed they largely had advantage on saves vs everything magical or resistance to this this and that. That limited the fun of Thunderwave a bit. It did not do a good job of getting my Bard out of melee. At least it was half damage not all or nothing though.