Shatter 5e: A sudden loud ringing noise, painfully intense, erupts from some extent of your choice within range. Each creature during a 10-foot-radius sphere centered thereon point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made from inorganic material like stone, crystal, or metal features a disadvantage on this saving throw.
A nonmagical object that may not be worn or carried also takes damage if it’s within the spell’s area. a robust resonant sound painfully intense sounds of the specified point within the range of the spell. Each creature features a sphere with a 10-foot-radius sphere centered thereon point that has got to make a Constitution saving throw or it suffers 3d8 thunder damage. If successful, the damage is halved. A creature made from inorganic materials like stone, crystal, or metal, makes its saving throw with an obstacle. you can know all dnd spells guide from here.
Shatter 5e (5th edition)
- Casting Time: 1 action
- Range: 60 feet
- Components: V S M (A chip of mica)
- Duration: Instantaneous
- Classes: Bard, Sorcerer, Warlock, Wizard
- School: Evocation
- Level: 3
- Damage: Thunder
- Attack/Save: Save, CON, Half DMG on Successful Save
At Higher Levels: once you cast this spell employing a spell slot of or higher, the damage increases by 1d8 for every slot level above 2nd.
Shatter affects objects that are neither worn nor carried, therefore the ship takes damage. This doesn’t Blow a hole in the side of the ship and snap the mast. The ship is barely scratched by 3D8 damage. Shatter has always been your “go-to” spell for damaging objects. Whether it had been a wooden door or a fragile stone outcropping, I’d cast shatter to crack it or shake it loose.
Shatter 5e (originally called Aksa’s shatter was a sonic spell from the varsity of evocation, common among both arcane and divine spellcasting traditions. It was one among the spells infused within a staff of open doors.
|2nd Level||5th Level||7th Level||9th Level|
2nd-level, Evocation, Damage, Thunder
- Advantage: None
- Disadvantage: Creatures made of inorganic material
- Level: Bard (3), Sorcerer (3), Warlock (3), Wizard (3), Tempest Domain (3), Artillerist (5), Armorer (5), Four Elements (6, 3 ki points), Eldritch Knight (13), Arcane Trickster (13)
- Materials Required: A chip of mica
- Status Duration: None
- Affected By Cover: No
- Number of Dice: 3 (increased by 1 for every spell slot level above 2nd)
- Damage Type: Thunder
- Save: Constitution
- Number of Targets: 1 10-foot spherical area that you can see
- Die Type: d8
- Damage on Successful Save: Half
- Statuses Inflicted: None
The casting of this spell produced a tintinnabulation of sound so powerful that it could damage or shatter brittle objects, including crystalline creatures, like crystals. it had been one of the sole spells that would damage a demilich. The spell had an in-depth range and will be targeted over a section of ten feet (three meters) in diameter or focused on one target item or creature. The shockwave produced by the spell couldn’t cross the barren wild space. If cast within an air envelope, it could damage the hulls of spell jammers made from crystal, ceramic, or glass.
Cast this spell required verbal and somatic components. additionally, a cleric had to clutch his or her (un)holy symbol, and an arcane spellcaster had to use a chip of mica, which was consumed within the process. Shatter looked tempting, but we were during a series of adventures where a measure of stealth was necessary and there’s nothing like Shatter to announce your presence as was demonstrated by the bard at the party … twice. So he went with Darkness, which, for a Warlock, is often rather broken when including Devil’s Sight. Even the party complained about how deadly the mixture became and therefore the DM came up with many questionable responses to the tactic.