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Shocking Grasp

Evocation
Level: Cantrip
Casting Time: 1 action
Range: Touch
Duration: Instantaneous
Components: V, S

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

At Higher Levels: The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Spell Details

School: Evocation
Level: Cantrip
Ritual: No
Concentration: No
Classes: Sorcerer, Wizard
A-Tier Excellent cantrip for melee-focused casters with guaranteed advantage against armored foes and action economy control via reaction.

Player Guide

Position yourself within 5 feet of enemies to maximize the cantrip's melee attack range. Leverage the advantage against armored targets to reliably land damage. Use this as your primary action economy when you've already used your reaction for opportunity attacks or when enemies close the distance, forcing melee engagement. The reaction knockback prevents enemies from closing further, making it exceptional for controlling space in tight encounters.

DM Tips

Remember the advantage applies only when the target wears metal armor—leather, studded leather, and similar don't qualify. The knockback is valuable crowd control; track enemy positions carefully when it triggers to prevent closing the gap next round.