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.

Box art and game components for
By Jacob Tegtman September 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3N4UZQypmuo&ab_channel=EternityTTRPG Transcription What if you combined the card drafting of a deckbuilder, the equipment-sets of a loot quest, and the hidden personal goals of a role-playing adventure—wrapped up in a compact competitive board game? That’s “Journey Adventure Quest” – or JAQ, for short. This is a game my wife and I picked up at GenCon, and I’ve really enjoyed. In our first playthrough at the convention, it felt like there was a lot to wrap my head around. But we just played the game again for the first time since GenCon, and it made perfect sense – after a thorough read through the rulebook. In today’s video, I’ll break down what I like about Journey Adventure Quest, whether you as a D&D fan may like it, and some basic info on how the game is played in case you want to pick it up. JAQ is a competitive (or semi-cooperative / even solo) tabletop/ card game about fantasy heroes growing in power, fighting monsters, building gear and spell combinations, and completing quests. I’ll get into the game in more detail shortly, but for the bulk of this video I actually want to just share what I like best about the game – which are some very specific things. Whenever you get a new piece of equipment for your hero, you can “stack” it on gear of the same type. The way that you do this is to actually leave the card top and left side uncovered, which actually empowers your equipment. This style of gameplay reminds me a lot of early gaming experiences I had with D&D and other RPGs where you finally get your first +1 Longsword. Sort of, before the days of World of Warcraft style play, where you’re just getting the newer, badder glowing sword that adds 1,000 more DPS than you had before. I like that in Journey Adventure Quest, every upgrade adds to the stats of the equipment you had before, and also gives you a unique name. This style of equipment upgrade works for all the gear you’d normally have in a D&D campaign, or other RPG – chest armor, helmet, gloves, belt, weapon, and even your spells! And there’s no limit to how much you can “stack” on one equipment piece. We’ve had some games where one of us had like 8 weapons on top of each other, and was just the most insane gear you could imagine. This stacking and naming effect makes the equipment begin to feel legendary, and incredibly powerful, even though you’ve had the basis for it from the very beginning of the game. This “feel” of equipment upgrading actually isn’t all that important to the gameplay at all, to be honest haha. You’d probably think from me going on about it that it is, but to me the feel is valuable enough for why I like it so much, and it’s a great idea for even your next D&D campaign – emulating something like this. Similar to stacking equipment, you actually do the same thing with monsters. Basically, to defeat it you need both strength, and knowledge for how to bring it down. Your goal (in my cases) is to gather enough strength and knowledge through your gear to overcome the monster. But, when the monster levels up, you do the same thing with stacking the cards so they still show the top and left-hand side. The final thing I want to point out that I really like about the game is that your character actually can’t “die.” Instead of taking “damage” that get removed from your total HP – like you’d see in most games or RPGs – you instead take 1 “blood” marker for each damage you’ve taken. At the end of the game, all of your “blood” markers reduce your overall score, so you can still basically “lose” the game (kind of) from taking too much damage. But it’s really fun – and pretty funny also – that the game has these awesome equipment and monster mechanics, but you actually have no risk of character death. For a low-key, fantasy-adventure, fun/ party kind of game, I really like the low stakes nature of the game. In one game, I think my wife had like 18-blood on her character – which is a ton, by the way. She basically had 0 armor all game, didn’t even try to reduce the damage she was taking – and ended up still winning because she completed all of her character’s quests, in other ways. Super fun. So, here’s roughly how the game is played, overall. Heroes get an initial hand of 7 cards to draft equipment, spells, or other items. Equipment has a cost to it (either in coins, or blood), and you basically just choose what you want for your character. After every two rounds of drafting cards for your hero to power them up, you face monsters. Everyone who can defeat the monster – by overcoming their knowledge and HP – gets rewards, like you can see here. And then, each monster also comes with specific loot drops, which only one player may acquire, based on specific requirements for each loot card. After a monster is defeated, players returning to drafting more equipment and cards to boost their heroes. There are three total “rounds” of fighting monsters. While all of this is happening, there are personal secret adventures : each hero has some hidden goals that often require high-level spells, powerful equipment of a certain type, or certain “colors” that go into their equipment – these are known as guilds. I think of them basically just as being elemental types. Finally, there are quests , which are basically adventures that everyone’s on, to either compete for end-game prizing, or to at least hit certain thresholds where bonuses are given. At game end, the hero with the most points – which you get from a combination of equipment / monster fights / secret adventure completions/ quest/comparisons and) – actually wins the game. To summarize it, the game utilizes a very fun drafting mechanic for gear where you’re building combos, guild-sets, spells and equipment that synergize. You have progressive escalation of your very cool equipment, and monsters you battle. Players have hidden goals that add a roleplay-like flavor, and gives each player a sort of personal story they’re pursuing. And then you have multiple paths to victory: through direct confrontation/quests, through your hero’s power, through completing your secret adventures, and more. All of this a adds replayability, strategic variation, and a sense that you’re sort of roleplaying a character through this board, card game. M any D&D fans enjoy storytelling, character growth, equipment/spells, quests, sometimes hidden motivations, and fighting monster. I would say that journey adventure quest delivers on all of these. What JAQ might not deliver (for D&D fans) would be: Narrative depth, Roleplay flexibility, and stuff like Dungeon exploration and world building. So, it isn’t a replacement, obviously, but if you like D&D and want a light version of a D&D-feeling game, I think you’d have a lot of fun playing JAQ for an hour or two on some afternoon you have free. So there you have Journey Adventure Quest — a game that blends drafting, hero building, secret goals, and monster combat into something strategic, replayable – and most importantly, fun. For many D&D fans, especially those who love loot, spells, and character growth, this is worth a look. If you’ve played the game (or get a chance to), let me know your impressions. Thanks for watching—don’t forget to like, subscribe, and hit that bell so you see when we cover more hybrid adventure/ strategy games amidst our journey into D&D!
Woman in dark dress with knives, ram skull, candles, text reads
By Jacob Tegtman September 10, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1FWHvMzf_nI&ab_channel=EternityTTRPG Transcription We’ve reached the grand finale of our journey through Crooked Moon. If you thought alchemical barbarians and plague monks were wild—wait until you see sorcerers turning into pools of blood, warlocks who serve a cosmic jester, and wizards who poke holes in reality itself. This is where things get truly unhinged. Welcome back to Eternity TTRPG—your go-to source for all things D&D. This is Part 3 of our dive into the Crooked Moon subclasses, and the final five might just be the most dramatic of them all. We’ve got blood magic, chaotic laughter, witchcraft bargains, and two wizard paths that pull on the strings of reality. 1. Sorcerer: Crimson Sorcery Crimson Sorcerers channel raw lifeblood as their source of magic. Their powers revolve around something called the Blood Well—a reserve of vital energy they can spend to boost damage, enhance healing, or fuel their abilities. They can even dissolve into a literal pool of blood, slipping through cracks and resisting damage like some vampiric horror. As they grow stronger, they siphon life from their own body to supercharge spells, and eventually unleash Sanguine Feast—tendrils of blood draining everyone around them while restoring their own vitality. It’s absolute blood magic—a perfect subclass for anyone who wants their sorcerer to feel dangerous and unsettling. 2. Warlock: Great Fool Patron Not all horror is blood and gloom—sometimes it’s laughter. The Great Fool is a cosmic jester patron, and its warlocks wield humor as a weapon. They lash out with Vicious Mockery as a reaction, slap curses on enemies that leave them blinded by flowers, clumsy with clown shoes, or honking uncontrollably every time they move. At higher levels, their banter deals psychic damage, and eventually they can Send in the Clowns—summoning ghostly jesters that strike fear and knock enemies prone. It’s creepy circus energy meets eldritch pact, perfect for players who like their dark fantasy with a side of twisted comedy. Real quick to interrupt, we now have free downloadable D&D cards at the Eternity TTRPG website that you can use at your table. Everything from combat actions to status effects – no more flipping through your book to see exactly what being “Petrified” does to your character. You can just take our graphics, print them out at home, and slap them on your table for fun and easy reference. Grab yours today using the link, below! Now, back to the video. 3. Warlock: Horned King Patron The Horned King reminds me, of course, of the Black Cauldron! ...So I already have nostalgia for it. This class is the darker side of warlock pacts—witchcraft, maledictions, and the like. These warlocks curse enemies with agony, rot, or madness, and later channel the Horned King’s majesty by sprouting antlers and radiating an aura that charms, terrifies, or weakens foes. At their peak, they can even form a coven—bonding allies to share curses, teleport across the battlefield to each other’s sides, and spread extra necrotic damage. Thematically, this one screams ‘folk horror witchcraft’—rituals in the woods, blood pacts, and the slow transformation into something more than human. 4. Wizard: Occultist Occultists are the wizards who say, ‘knowledge at any cost.’ They reach beyond the stars, tearing open the veil of reality for forbidden secrets. Their unique mechanic is the Intrusion Die—every time they push their magic, reality might fight back, causing strange intrusions from alien realms. In exchange, they get immense power: removing concentration requirements, teleporting through scrying spells, and even flying or resisting madness. It’s the perfect subclass for players who want their wizard to feel like they’re constantly balancing brilliance with cosmic horror. 5. Wizard: Philosopher  Where the Occultist seeks forbidden knowledge, the Philosopher seeks ultimate truth. These wizards distill existence into Quintessence—a crystalline powder created from dissolving creatures or objects with their magic. That quintessence can then be spent to boost spell levels, craft magic items, or even alter the damage type of spells. Eventually, they craft a philosopher’s stone, granting them immortality, the ability to supercharge spells, and even cheat death itself. It’s the alchemical dream realized—equal parts academic and arcane. And that’s it—the full lineup of Crooked Moon’s subclasses. Fifteen in total, ranging from blood-soaked sorcerers to those we covered in previous videos, like the plague monk, and alchemical barbarian. This supplement doesn’t just remix the classic D&D classes—it drenches them in gothic horror, folk myth, and cosmic strangeness. If you’ve stuck with us through all three parts, thank you. Now I want to know—which of the fifteen subclasses across this series is your absolute favorite? Drop it in the comments, and let’s see which one takes the crown. And if you enjoyed this series, be sure to like, subscribe, and share it with your table—because who knows, maybe your next campaign could use a paladin bent on the inquisition, or a spectral ranger.
Soldier aims weapon in war-torn city street. Buildings burning, smoke rising; other soldiers advance in rubble-filled road.
By Jacob Tegtman September 9, 2025
Battlefield 6 beta test left players absolutely delighted due to the classic action, unique destruction system, and career ranks.
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