In Dungeons & Dragons 5th Edition, shatter is a versatile evocation spell that excels at breaking objects and overwhelming foes with concussive force. This guide explains how the spell works, what it damages, and how to use it effectively in and out of combat. Whether you are a player looking for creative solutions or a Dungeon Master adjudicating a loud situation, understanding the rules and practical impact of shatter helps you make informed decisions at the table.
Shatter 5e: Core Mechanics
Shatter is a 2nd-level evocation spell that creates a loud, piercing concussive burst. It requires one action to cast, has a range of 60 feet, and targets a point you can see within range. The spell’s signature effect is an explosion that damages objects and creatures in the area, making it valuable for both tactical combat and problem-solving. Its material component is a bit of glass that vibrates audibly while you concentrate on the spell, reinforcing its theme of destructive resonance.
Area, Damage, and Saving Throw
The spell creates a burst that affects a 10-foot-radius sphere centered on a point you choose. Anything inside that sphere must make a Constitution saving throw or take damage. The damage type is force, which penettes resistances that stop other damage forms less easily. Unlike some area effects, shatter does not require line of effect to the point, only to the origin, allowing you to target around corners if the sphere itself fits in the space. This geometry is important when you need to hit enemies behind cover or within tight chambers.
Shatter 5e Damage and DC at a Glance
| Attribute | Verified Detail | Source Type |
|---|---|---|
| Spell Level | 2nd | Player’s Handbook |
| Damage Type | Force | Player’s Handbook |
| Area of Effect | 10-foot-radius sphere | Player’s Handbook |
| Saving Throw | Constitution | Player’s Handbook |
| Damage at Low Levels | 4d8 force damage, averaging 18 | Player’s Handbook |
| Damage at Higher Levels | Increases by 2d8 per slot level above 2nd | Player’s Handbook |
Targeting Objects and Structural Destruction
Objects have hit points, and shatter can reduce them to broken remnants. For each object in the area, the spell requires a successful Constitution saving throw; on a failure, the object takes force damage. Whether an object shatters depends on its hit points and resistance profile. Common targets include glass, crystal, and brittle stone, but metal doors, supports, and containers can also fail if their durability is overtaxed. The spell does not ignore hardness, but it can bypass certain immunities that affect damage dealt by weapons, giving it unique utility for destroying otherwise resilient obstacles.
Object Interaction Guidelines
- Glass and crystal structures are highly vulnerable and often break dramatically.
- Stone and metal objects may resist or take reduced damage depending on hardness and hit points.
- Magical objects may have resistance or immunity; check the specific item description.
- Loose items and structural components within the burst are all subject to the same saving throw.
Tactical Uses in Combat and Exploration
In combat, shatter can punish enemies taking cover behind thin barriers, collapse narrow passages to control choke points, and punish groups clustered around fragile objects. The force damage is less likely to be resisted than slashing or bludgeoning, making it consistent against foes with varied resistances. However, the spell’s radius means it can threaten allies if the geometry is tight, so precise targeting is important. In exploration, it excels at opening sealed rooms, destroying glass obstacles, and clearing debris that would otherwise slow the party.
Comparative Tactics
- Versus silence: shatter counters silence by destroying the focus components that spellcasters may rely on.
- Versus locked doors: Often faster than lockpicking when brute force is acceptable.
- Versus light or darkness: Can destroy light sources, creating difficult terrain for sight-dependent enemies.
- Versus enemy formations: Use the area to disrupt tight groups without needing direct hits on each target.
Spellcasting Considerations and Limitations
Because shatter requires concentration, you can maintain it on your turn and still act with a bonus action or movement, though holding it through enemy turns can be risky if concentration checks are needed. The spell’s 60-foot range is generous, but line of effect constraints mean you must have a clear path to the point you target. The loud thunderous noise also imposes disadvantage onStealth checks for the rest of your turn, which may complicate covert operations. These traits make it more suitable for loud confrontations than subtle infiltration, unless you time casting carefully or coordinate with silent allies.
Counterplay and Counterspells
Opponents aware of shatter may spread out to avoid clustering penalties, hide behind reinforced cover, or use spells and abilities that grant resistance to force damage. Counterspell is highly effective if the enemy casts shatter on your turn, so consider using it reactively when you see the telltale concentration or somatic components. Conversely, if you cast it, disrupting enemy concentration with your own control spells or forced movement can reduce their ability to retaliate effectively. Anticipating these interactions improves timing and positioning decisions in both one-shot campaigns and long campaigns.
Integration with Class Features and Archetypes
Certain subclasses value shatter for synergy. Warlocks with the Fiend patron can extend its range and durability via eldritch enhancements. Artificers and Battlemasters may rely on it to dismantle enemy formations or environmental hazards. Bladesingers and some monks use mobility to cast at optimal distances while minimizing return damage. If your build emphasizes evocation or area control, multiclassing or feature choices can shorten casting time, increase damage, or reduce resource cost, making the spell more attractive in varied encounters.