Shocking Grasp
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 a Glance
Level
Cantrip
School
Evocation
Casting Time
1 action
Range
Touch
Duration
Instantaneous
Concentration
No
How Shocking Grasp Works
| Casting Time | 1 action |
|---|---|
| Range | Touch |
| Components | V, S |
| Duration | Instantaneous |
Available to:
SorcererWizard
Damage
1d8 lightning (increases by 1d8 at 5th, 11th, and 17th level)
At Higher Levels
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Common Mistakes
Common Mistake
Forgetting the advantage applies to creatures in metal armor, not just touching metal
Common Mistake
Not using the reaction denial strategically - great for escaping without opportunity attacks
Common Mistake
Thinking it has reach - it requires you to touch the target (melee range)
DM Tips
DM Tip
Perfect escape tool for squishy spellcasters surrounded by enemies
DM Tip
The reaction denial also prevents counterspell, shield, and other reaction spells
Sources & Further Reading
- Shocking Grasp — D&D 5e Wikidot — Full SRD text
- Shocking Grasp — Roll20 Compendium — Structured reference
- Shocking Grasp — D&D Beyond — Official digital reference