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Shocking Grasp
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For the equivalent Way of the Four Elements Monk spell, see .
Shocking Grasp is a cantrip (Evocation). It makes a melee attack that inflicts
Lightning damage and prevents the target from taking Reactions.
Advantage on creatures with metal Armour.
![Damage Types](/w/images/thumb/3/31/Lightning_Damage_Icon.png/25px-Lightning_Damage_Icon.png)
Description
The target cannot use Reactions. This spell has![Advantage Icon.png](/w/images/thumb/f/fc/Advantage_Icon.png/35px-Advantage_Icon.png)
Properties
- Cost
Action
Damage: 1~81d8Lightning
- Details
Attack roll
Melee: 1.5 m / 5 ft
UID
Target_ShockingGrasp
At higher levels
- At character level 5, the damage increases to 2d8
Lightning.
- At character level 10, the damage increases to 3d8
Lightning.
Condition: Shocking Grasp
Duration: 1 turn
- Cannot take Reactions.
How to learn
Classes:
- Class level 1: Sorcerer, and Wizard
- Class level 3: Eldritch Knight, and Arcane Trickster
- Character level 1: High Elf, and High Half-Elf
(Character level is the sum of all class levels for a multi-classed character.)
Granted by features:Notes
- The High Elf and High Half-Elf racial versions of this spell are from the Wizard spell list and use Intelligence as the spellcasting ability, regardless of the character's class.
- Characters with the feat can cast this cantrip on enemies moving out of their melee range as a reaction, even if they don't know this spell.
- The incantation for Shocking Grasp is Fulgor, Latin for "lightning" or "flash."