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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 damage and prevents the target from taking a
Reaction.
Advantage on creatures with metal Armour.
UID
Spell flags

Description
The target cannot use Reactions. This spell has
Properties
- Cost
Action
- Damage: 1~8
- Details
Melee spell attack roll
Melee: 1.5 m / 5 ft

1d8
At higher levels
- At character level 5, the damage increases to 2d8.
- At character level 10, the damage increases to 3d8.
Technical details

Target_ShockingGrasp

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:Other ways to learn:
- Wizards can scribe a
Scroll of Shocking Grasp to their spellbooks.
Notes
- The High Elf and High Half-Elf racial versions of this cantrip 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 do not know this spell.
- The incantation for Shocking Grasp is Fulgor, Latin for "lightning" or "flash."