A wave of thunderous force sweeps out from you. Each creature during a 15-foot cube originating from you wants to make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet far from you. On a successful save, the creature takes half as much damage and is not pushed.
In addition, unsecured objects that are completely within the world of effect are automatically pushed 10 feet faraway from you by the spell’s effect, and therefore the spell emits a thunderous boom audible bent 300 feet.
- Casting Time: 1 action
- Range: Self (15-foot cube)
- Components: V S
- Duration: Instantaneous
- Classes: Bard, Druid, Sorcerer, Wizard
At Higher Levels: once you cast this spell using a spell slot of 2nd Level or higher, the damage increases by 1d8 for every slot level above 1st.
As noted, the range for the origin is self, so effectively these combined mean you’ll place the cube anywhere such any a part of one edge (probably including a corner, but the GM could potentially get particular about that) is found somewhere on the caster’s space. Generally this may get on the sting of the caster’s space and aligned with the grid, but there is no rules reason I do know that it cannot be skewed. It’s just simpler to place it with the grid. As for moving targets away, the GM and player could probably decide between moving right away from the caster/origin (more to the letter of the spell description) or at once from the side the origin is on (easier to try to on the grid).
Thunderwave, per RAW, targets a cube adjacent to the caster, supported the very fact that its area maybe a 15′ cube, and therefore the rules on spell areas of effect within the rules. Once I first read the spell, though, not being fully conversant in the principles on areas of effect, I assumed it targeted a cube around the caster, partly supported how “elegant” it seemed, and partly supported the spell’s description (a “wave” sweeping “out from you”, a “cube originating from you”, etc.).
This spell creates a thunderclap of sound centered on the wizard. Anyone within 15’ of the wizard must make a saving throw vs Paralysis or be pushed to 10’ faraway from the wizard and take 2d4+2 points of injury. Anyone making their save takes half damage and isn’t pushed away.
You also don’t provoke a chance attack once you teleport or when someone or something moves you without using your movement, action, or reaction. For instance, you do not provoke a chance attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy.
So some spells and effects like turn undead make a target advance it turns which movement can provoke an attack of opportunity, spells like hell wave that pushes them don’t provoke.
It does make the first level spell Command using the “approach” option pretty powerful. The target fails a save, moves directly towards the caster provoking any attacks of opportunity along the way, then it ends its turn before it can do anything after getting within 5′ of the caster. A tactically minded cleric and properly position fighter/rogue duo this is often pretty darn good.