Destructive Wave 5e - D&D 5th Edition Spell Book

Destructive Wave 5e
Destructive Wave 5e Image

Destructive Wave 5e

5th-level evocation


Casting Time: 1 action

Range: Self (30-foot radius)

Components: V

Duration: Instantaneous


You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.


Spell details on Destructive 5e comes from the DnD Player's Handbook.

Destructive Wave 5e DnD Spell

Classes That Can Cast Destructive Wave 5e

Within the player's handbook, the only class that gains destructive wave 5e as a guaranteed spell is Paladin. Otherwise, Tempest Domain Clerics may also gain destructive wave at 9th-level.


These classes make sense since destructive wave deals not only thunder damage, but also radiant or necrotic damage, at your choice. However, since the spell allows for necrotic damage, you would think that warlock might also gain access to casting the spell.


Destructive Wave Spell Effectiveness

Damage 1-Target 2-Targets 3-Targets 4-Targets 5-Targets 6-Targets 7-Targets
Total Damage Dice 10d6 20d6 30d6 40d6 50d6 60d6 70d6
Average Damage 35 70 105 140 175 210 245
Average Fighter DPR 27 27 27 27 27 27 27

Spell Damage

Normally, spells may be cast using higher-level spell slots, but destructive wave may only be cast as a 5th-level spell. That being said, its damage may still increase (drastically) by affecting multiple targets. The table above provides the damage dice and average damage based on the number of targets hit with destructive wave. Furthermore, a fighter's average damage per round (DPR) is provided as a rough comparison of overall damage. This table does not factor in hit chance, but only provides raw damage values.


Destructive Wave 5e Usefulness

As I've mentioned in previous articles, like the ones on burning hands 5e and call lightning 5e, any spell in D&D capable of attacking multiple targets at once can be potentially game-breaking. Just look at the table above for comparative damage between a destructive wave that hits 5+ targets and a fighter's normal weapon attack.


Of course, even with area of effect spells such as this one, there are ways to make sure that the devastation caused to your enemies from the spell is absolutely maximized.

  • Destructive wave 5e deals so much damage that it's truly one of the rare cases where I'd consider running directly into a clump of enemies, just to make sure everyone gets hit by the spell's effect.
  • That being said though, the spell has a 30-foot range, so if you can hit all enemies from the full distance, be sure to do so. The last thing you want after blowing everyone up with damage is to become a pin cushion from all of their attacks at once.
  • Prioritize casting this spell against enemies with thunder, radiant, or necrotic damage vulnerability to double your spell's damage.
  • Cast destructive wave 5e on enemies who have low Constitution save modifiers, to increase your chances of both dealing full spell damage, and of knocking your targets prone.


Prone

Since destructive wave 5e also knocks targets prone on a failed Constitution save, you need to know exactly what happens with that effect.

  • A prone creature's only movement option is to crawl, unless it stands up and thereby ends the condition.
  • The creature has disadvantage on attack rolls.
  • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.


Thunder, Radiant, and Necrotic Damage

Before casting any spell, I like to know how many monsters in the D&D monster manual have resistances, immunities, and vulnerabilities that the spell's damage type. In D&D 5e, damage resistance halves damage taken from that type (rounded down). Damage immunity completely nullifies damage of that type. And finally, damage vulnerability doubles damage from that type.


So, you can see how knowing what you're up against is a very big deal with any spell. Imagine casting destructive wave 5e against 10-enemies who are all vulnerable to one of the damage types - how much damage you would end of dealing.


Thunder Damage

In the monster manual, there are 14-monsters with thunder damage resistance, 2-monsters with thunder damage immunity, and only 1-monster with thunder damage vulnerability.


Radiant Damage

As far as radiant damage goes, there are 4-monsters with radiant damage resistance, 0-monsters with radiant damage immunity, and 2-monsters with radiant damage vulnerability.


Necrotic Damage

Finally, for necrotic damage, there are 11-monsters with necrotic damage resistance, 11-monsters with necrotic damage immunity, and 0-monsters with necrotic damage vulnerability.




Combine Destructive Wave with the Following Spells

Like most spells in DnD, destructive wave 5e gets even more powerful when used in combination with certain spells and effects. I recommend trying out some of the following spell combos to see what you enjoy playing, and to make the most of your 5th-level spell slot usage.

  • Acid Splash 5e: no, acid splash isn't really a "combination" spell with destructive wave 5e. I put this spell here though to remind you that if your enemies are resistant to thunder, radiant, or necrotic damage, don't waste your 5th-level spell slot. Instead, switch up your damage types, even if it means changing it up to a simple cantrip like this one.
  • Bane 5e: as I've mentioned quite a bit before, in previous posts, I really don't think very highly of the bane spell, overall. However, when you're attacking with a 5th-level spell like destructive wave, reducing 3-targets' Constitution saving throws by 1d4 can be a big deal.
  • Haste 5e: if you have multiple 5th-level spell slots and you want to try the "dive-bomb" strategy, run into a large group of enemies, cast destructive wave, and finally, cast destructive wave again using your extra action each round from haste. We're talking absolutely game-breaking damage here.
  • Mage Armor 5e: let's face it - if you're attacking enemies from 30-feet away, and you do big damage, you're likely going to be attacked next. So, make sure you have defensive spells like mage armor, Bless 5e for extra saving throw, or even Aid 5e or Armor of Agathys 5e for the extra temporary hits points cast on you so that you can survive the onslaught.


Destructive Wave 5e Counters

Be super cautious of spells like Silence 5e when planning to cast destructive wave. Yes, basically ever spell caster should always be wary of silence. However, spell casters can even cast silence on themselves and their own allies in order to nullify the thunder damage from destructive wave, as no thunder damage may be caused within silence's sphere of effect.


Destructive Wave-Type Spells in Eternity TTRPG

Finally, Eternity TTRPG - of course - is my personal favorite TTRPG. If you're ever interested in checking out other games like DnD, Eternity TTRPG was designed with players in mind who love the immersive storytelling and roleplaying of D&D, but want to contribute to the game's world and story while still playing a character.


Basically, Eternity TTRPG lets players jump in and out of the game master role, and provides rules and support for everyone to contribute to the overall campaign as they'd like.


Below, I've included how a similar spell to destructive wave 5e looks in Eternity TTRPG, which is "Pyro Storm," from the pyromancer class.

Pyromancer Class Icon

Pyromancer - Core Class Spell

Pyro Storm (Magic): up to 3 enemies in 4Range, -9Faith vs. Will, deals 1damage (deals 2damage to cryomancers). “Pyro Storm” cannot Double-Hit or give a Block.

Even if this Spell misses, you also gain

1 stack of “Inferno,” which gives you a chance to deal an additional 1damage with

certain pyromancer Spells. Stacks are not consumed when used, and you can gain up to 2 stacks. When casting “Pyro Storm,” roll d20. If you roll in the following values – based on your number of “Inferno” stacks – if your attack hits, you instead deal 2damage:

1 stack of “Inferno”: 19-20. 2 stacks of

“Inferno”: 17-20.

  • (Flames of the Abyss) -2Faith vs. Will.
  • (Magic of the Silver Lands) 8Range. You also have 8Range when casting this Spell, for Battle Duration.
  • (Elemental Fire) Every turn, Instantly cast this Spell with -12Faith vs. Will. Instantly casting “Pyro Storm” in this way does not give you an additional stack of “Inferno.” This Critical effect cannot Double-Hit or give a Block. 


Pyro Storm hits multiple targets for potentially a great deal of damage. Depending on the (bullet point) Critical option you select as well, you can attack from further range, attack multiple times per round, or give yourself a greater hit chance. Though Pyro Storm doesn't deal multiple damage types, it does fit the overall destructive wave 5e spell vibe pretty nicely.


Every great RPG needs its own patented area of effect fire damage spell.


Curious to learn more? Check out the Eternity TTRPG Core Game PDF!

Pyromancer - Core Class Spell

Pyro Storm (Magic): up to 3 enemies in 4Range, -9Faith vs. Will, deals 1damage (deals 2damage to cryomancers). “Pyro Storm” cannot Double-Hit or give a Block.

Even if this Spell misses, you also gain 1 stack of “Inferno,” which gives you a chance to deal an additional 1damage with

certain pyromancer Spells. Stacks are not consumed when used, and you can gain up to 2 stacks. When casting “Pyro Storm,” roll d20. If you roll in the following values – based on your number of “Inferno” stacks – if your attack hits, you instead deal 2damage:

1 stack of “Inferno”: 19-20. 2 stacks of “Inferno”: 17-20.

  • (Flames of the Abyss) -2Faith vs. Will.
  • (Magic of the Silver Lands) 8Range. You also have 8Range when casting this Spell, for Battle Duration.
  • (Elemental Fire) Every turn, Instantly cast this Spell with -12Faith vs. Will. Instantly casting “Pyro Storm” in this way does not give you an additional stack of “Inferno.” This Critical effect cannot Double-Hit or give a Block. 


Pyro Storm hits multiple targets for potentially a great deal of damage. Depending on the (bullet point) Critical option you select as well, you can attack from further range, attack multiple times per round, or give yourself a greater hit chance. Though Pyro Storm doesn't deal multiple damage types, it does fit the overall destructive wave 5e spell vibe pretty nicely.


Every great RPG needs its own patented area of effect fire damage spell.


Curious to learn more? Check out the Eternity TTRPG Core Game PDF!

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

D&D characters read a glowing book, split scene, half lush daytime, half purple night.
By Jacob Tegtman October 7, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=VE2fUonKzl8 Transcription Dungeons & Dragons is officially crossing over with Magic: The Gathering’s Lorwyn-Shadowmoor! This fairytale world of eternal sunlight and creeping twilight is joining the Forgotten Realms through a brand-new digital-exclusive expansion. Welcome back to Eternity TTRPG—your go-to source for all things Dungeons & Dragons! So, what’s this mysterious realm and why is it part of the new 5.5 Edition rollout? And—should you actually spend fifteen bucks on it? Let’s dive in. Wizards of the Coast is making a bold move with Lorwyn: First Light—a brand-new digital-only supplement coming to D&D Beyond on November 18th . According to both Bell of Lost Souls and D&D Beyond’s official announcement, it’s part of the new Forgotten Realms bundle—which includes The Player’s Guide, Adventures in Faerûn, and three exclusive add-ons: Astarion’s Book of Hungers Netheril’s Fall and today’s star—Lorwyn: First Light. So, what is Lorwyn-Shadowmoor? If you’ve played Magic: The Gathering back in the late 2000s, you might remember these twin worlds—one a radiant fairytale land of endless summer, the other a dark, dreamlike reflection of it. In D&D terms, it’s being reimagined as a Domain of Delight in the Feywild—those whimsical, dangerous realms ruled by Archfey. But here’s the twist: Lorwyn and Shadowmoor used to shift every few centuries—light giving way to night. Now, both have begun bleeding together in unpredictable ways. Imagine meadows of sunlight interrupted by patches of midnight, separated by shimmering auroras. It’s a stunning concept—and one that promises both beauty and peril in equal measure. The big question is what do you actually get with Lorwyn: First Light? According to Wizards’ release info, you’ll get: 2 new feats 2 new backgrounds (likely tied to those feats) 2 new magic items 8 monsters drawn from the Feywild’s weirdest corners 2 playable species , plus advice for adapting 8 more to the Lorwyn-Shadowmoor setting Two mini-adventures —each with maps ready to drop into your campaign And yes, all of this can be used in the Forgotten Realms or as standalone Feywild content. Characters might cross over via fey crossings, or your adventurers might stumble through a glowing portal in the Moonshae Isles straight into a land where “dreams have claws.” The price tag is $14.99 for the standalone version—or as part of the Forgotten Realms Ultimate Bundle, which includes digital dice, and both digital and physical book copies. That’s stirred some debate online. Some fans love the idea of expanding the Feywild with official crossover content, while others worry it’s another micro-expansion cash grab. But the excitement is real—this marks the first time a Magic: The Gathering setting has officially joined D&D 5.5E. If this goes well, you should probably expect Wizards to do more of this kind of thing. In any case whether you’re a Lorwyn nostalgia fan or just want more Feywild flavor in your campaigns, this expansion could scratch both your card game and tabletop itches. Do you think that Lorwyn: First Light will be a delightful addition to your Feywild campaigns—or is this just another shiny portal to your wallet? Let me know in the comments below, and don’t forget to like, subscribe, and ring that bell for more weekly D&D news and updates.
By Jacob Tegtman October 3, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=RfmCpJPQM7o Transcription The Gygax Memorial Fund is working to build a D&D memorial for the late Gary Gygax. The memorial will (hopefully) be placed in Library Park , in downtown Lake Geneva, Wisconsin —the birthplace of Dungeons & Dragons. This is the park that Gary himself loved and even chose as the spot for a memorial before he passed. In 2024, during D&D’s 50th anniversary, the city officially granted land for the project. This memorial will be a life-sized stone gaming table, with a dungeon map designed by Gary Gygax himself. But the question is, will this Kickstarter finally succeed where past efforts failed? Welcome back to Eternity TTRPG—your weekly quest hub for all things Dungeons & Dragons. Today, we’re talking about a very feel-good story for your Friday – a legendary project years in the making: the Gary Gygax Memorial Game Table. Gary, co-creator of Dungeons & Dragons, passed away in 2008. Since then, his widow Gail Gygax has championed the idea of a permanent memorial in their hometown of Lake Geneva. Now, the Gygax Memorial Fund has revealed their project: a stone game table in Library Park, complete with benches and, eventually, a bronze statue of Gary himself. The table will feature a bronze map of Gygax’s very first dungeon. The Kickstarter launched October 1st, 2025, marking the anniversary of TSR, the company Gary founded to publish D&D. Backers for this project get everything from digital scrolls to engraved pavers around the monument. Of course, fans are excited—but also cautious. The Gygax Memorial Fund has been planning memorials since at least 2012, and past efforts fizzled after raising over $100K. This has left some fans asking wondering about this attempt. On EN World, one user wrote: ‘The fund has talked about this for a decade—none of it has come to fruition. What makes this attempt special?’ But others point out that since Paul Stormberg took over as chair in 2020, the fund has started producing real results—like memorial benches and library exhibits. And with Lake Geneva officially granting land for the project, this campaign has a stronger foundation than ever. For some D&D fans, this may not just be a statue, but a chance to gather in the very town where roleplaying was – more or less – born. It is pretty amazing to think that you could sit at Gary’s table and roll dice on his original dungeon. This is both a tribute to the past and a playable monument for future generations of adventurers. If you’re interested in helping fund the project, I’ll leave a link the video description, and comments. And lastly, what do you think? Will the Gary Gygax Memorial Game Table finally become a reality—or is this another critical fumble? Drop your thoughts in the comments, and don’t forget to like, subscribe, and ring that bell so you don’t miss next week’s D&D news.
Illustration for Critical Role Campaign 4, with a blindfolded green humanoid, castle landscape, and logo.
By Jacob Tegtman September 30, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=Tv9HBlNaSMY Transcription Critical Role just dropped the story trailer for Campaign 4. It is looking like a bold campaign. We’re talking a brand-new world, an incredible 13 player characters, and a plot that kicks off with the execution of a revolutionary firebrand named Thiatzi Fang (we’ll see if I got that pronunciation right). Oh—and if you didn’t see my last video on the topic or you haven’t heard, Brennan Lee Mulligan is DMing this campaign while Matt Mercer will be a player.  Welcome back to Eternity TTRPG—your portal of divination into all things Dungeons & Dragons. First up with campaign 4—the setting. Unlike every previous Critical Role story, Campaign 4 leaves Exandria behind entirely. Instead, we’re venturing into Araman, a godless realm still haunted by the echoes of dead deities and a rebellion that shook the land 80 years ago. This isn’t just new lore, but a blank canvas, making it perfect if you’ve never watched Critical Role. There’s no prior knowledge required, which is perfect for new fans, but also a fresh start for longtime Critters. The trailer centers on Thiatzi Fang, a revolutionary who led something called the Falcon’s Rebellion twelve years back. Now, he’s been captured, condemned, and set to be executed by the mysterious Sundered Houses. Fang himself calls the Revolutionary Council a shadow of its former glory, while hinting at the unfinished war against the gods of Araman. So already, we’re looking at political intrigue, rebellion, and a potential spark for civil war. This time, Critical Role also isn’t just one party. That is to say, because there’s 13-players, they’re actually split into three connected, but altogether different parties. Each of these parties also has a name, describing their main focus in the campaign: The Seekers, the Soldiers, and the Schemers. This setup is packed with themes that Critical Role’s new DM, Brennan Lee Mulligan thrives on—iconoclasm, unity, and tension between hope and despair. The godless world of Araman asks: Without the Gods, who will seize the crown? Fans are buzzing that this campaign might explore things akin to segments from Game of Thrones, but with more dice rolls and way more crying. If you want to check it out, Campaign 4 launches October 2nd at 7 PM PT , streaming on Twitch, YouTube, and Critical Role’s Beacon service. Like I mentioned in my last video on Critical Role, they’ll be using the 2024 D&D 5e rules , with some special homebrew added by none other than Jeremy Crawford and Chris Perkins. And yes, you can jump in totally fresh if you want to see what Critical Role’s all about—no prior Exandria knowledge required. So—what do you think? Is Thiatzi Fang a hero, a villain, or something much more complicated? And which of the three parties are you most hyped to see—the Seekers, Soldiers, or Schemers? Drop your thoughts in the comments, and let’s get the speculation for this season’s campaign rolling. And lastly, if you liked this quick update, don’t forget to like, subscribe, and ring that bell so you don’t miss our usually bi-weekly dives into the biggest stories in the D&D universe. Until next time—may your rolls be high, and your executions be… postponed.
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