Cantrip Evocation spell available to Sorcerers and Wizards. It deals 1d8 Lightning and, more importantly, stops the target taking Reactions until your next turn.
Spell description: Lightning springs from your hand and prevents the target from taking reactions. You have Advantage when using this spell on creatures wearing metal armour.
Spell properties
- Damage: 1d8 Lightning
- Damage type: Lightning
- Range: Melee (1.5m)
- Duration: 1 turn
- Attack type: Melee spell Attack Roll
- Condition: Cannot take Reactions
- Cost: Action
- Recharge: Per action
Spell upcasting
At character level 5, damage increases to 2d8 Lightning. At character level 10, damage increases to 3d8 Lightning.
How to obtain Shocking Grasp
- Sorcerer, Wizard at Class level 1
- Eldritch Knight (Fighter) and Arcane Trickster (Rogue) at Class level 3
- High Elf and High Half-Elf at Character level 1
- Granted by features: Magic Initiate: Sorcerer, Magic Initiate: Wizard, Spell Sniper
Shocking Grasp
Evocation CantripLightning springs from your hand and prevents the target from taking Reactions. Advantage against metal armour.
When to cast Shocking Grasp
The no-Reactions clause is the trick. Hit an enemy with Shocking Grasp and you can walk away without an opportunity attack, which is exactly what a Wizard caught in melee wants. It also shuts down enemy Reaction abilities for a turn.
You get Advantage against anything in metal armour, so it lands reliably on the heavily armoured brutes who are usually the ones you most want to disengage from. Niche, but genuinely useful on a squishy caster.
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