![]() A comparison between Shatter and Thunderclap is laid out below.Īs described in the rules, shatter affects creatures and objects within the 10-foot radius sphere. Ultimately it will come down to DM discretion, so talk to them if you are planning to take this spell. This has raised some questions on the spells use. The rules for Shatter do not indicate a specific range for the spell to be audible. This can be really helpful for a DM that has a player using Shatter. The Dungeon Masters Guide provides hit points for common objects on page 247. Being able to hit them for a full 3d8 at base level casting due to the imposed disadvantage is a big deal. Most of the creatures that fall into this category have resistances to bludgeoning, piercing, and slashing damage. The biggest advantage of having Shatter prepared is dealing with constructs or creatures made from inorganic materials like elementals. When you consider that weapons that have been disarmed drop to the feet of the former wielder, it takes on a whole new level. At first, this seems like an obvious use on stubborn doors and tough locks. Nonmagical objects that aren’t being worn or carried also take the damage if in the spells area. The real benefits for Shatter, as far as combat, are in the extra details. It deals 3d8 damage as a base level cast, which is not incredibly powerful for a second level spell. Shatter as an attack spell is the bigger, meaner sibling of Toll the Dead. This allows shatter to be cast inside of rooms or into areas of magical darkness. It doesn’t specify that you need to see the point. Shatter, as described in the spell, only requires you to choose a point of origin. There is also the boon for using it against construct-type creatures made from inorganic material, which could be a major upside depending on the situation. ![]() The rules do specify that the spell can damage other objects, though, which does lend it some out-of-combat versatility. This limits the impact the spell could have. They also reveal the weakness in the spell by protecting items that are worn or carried. ![]() The rules for the Shatter spell clearly outline this as an attack spell. ![]() A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.Ī nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.Īt Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw.Ī creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. ![]()
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