Shocking Grasp 5e Guide

Shocking Grasp 5e Guide

Electricity is a deadly force; even a small shock of static electricity from brushing your arms with your friend can make you jump in surprise. In small amounts, it makes your hair stand up from end to end, but in large amounts, it can kill even the mightiest elephants.

In D&D, you can harness the power of electricity and lightning through various DnD spells, and one of them is Shocking Grasp, an evocation cantrip.

Many spellcasters pick up Shocking Grasp because they have high expectations in their mind based on what they imagine it to be. Having electricity jumping on your hand is intimidating, and punching someone with a fist full of lightning sounds great!

They think that with Shocking Grasp, you can deliver a slap to the face so powerful and shocking that it would shame even the most dramatic telenovela shows.

If you are reading this guide about Shocking Grasp with high expectations of the cantrip, I will guide your expectations to the right path. For the players out there wondering if they should pick up Shocking Grasp, read more to find out.

This Shocking Grasp 5e guide contains instructions on how to use it, what happens when you cast it, its weaknesses and strengths, and the creative and helpful ways you can potentially use it.

Bottom Line Up Front: What is Shocking Grasp in D&D 5e?

Shocking Grasp is an evocation cantrip you can find in the Player’s Handbook on page 275. This spell is an evocation spell similar to Mass Cure Wounds and Moonbeam, because you manipulate the electrical energy to focus it on the palm of your hands. Below are the crucial details about the Shocking Grasp cantrip in D&D 5e.

  • Shocking Grasp
    • Evocation cantrip
    • Casting Time: One action
    • Range: Touch
    • Components: V, S
    • Duration: Instantaneous

How to Use Shocking Grasp in D&D 5e

How to Use Shocking Grasp in D&D 5e

Before you can shock people with your hand, you need to meet the cantrip’s requirements first. I have discussed them in detail within my previous guides, and I think my guide about Chill Touch in D&D 5e is the closest spell with similar requirements as Shocking Grasp.

Both are cantrips, which means you do not need a spell slot to use them. Both have a casting time of one action, which means you need to use your action during battle to cast it. Both require vocal and somatic requirements, which means you need to speak audible words and move your arms freely to cast them.

The main difference between the two is the range and duration. You need to touch your target to cast Shocking Grasp, but you can choose a target within 120 ft. to cast Chill Touch. Furthermore, Shocking Grasp’s effects happen instantly upon casting it, while Chill Touch’s effects last for one round.

When you meet the Shocking Grasp spell’s requirements, you can cast it. Upon casting it, you need to do the following:

  1. Touch a target within five ft. of you. If your target is more than five feet from you, you cannot touch them.
  2. Roll a 20-sided dice for the Shocking Grasp spell’s attack roll. The result will determine whether or not your attack hits or misses.
  3. If your target is wearing metal, roll two d20s and pick the higher number. Using Shocking Grasp on someone wearing armor made of metal will give you an advantage on your attack roll. Having an advantage on the attack roll means you roll two d20s and pick the higher number between the two.
  4. Add the d20 result and your spell attack modifier for Shocking Grasp. The spell attack modifier is typically your proficiency bonus plus your class’s spellcasting ability. For example, the Wizard’s spell attack modifier consists of their proficiency bonus plus their Intelligence modifier.

After touching someone using your Shocking Grasp and rolling for the spell’s attack roll, the touch either hits or misses. To determine whether or not your target experiences the shocking hit, proceed to the next section.

How Does Shocking Grasp Work in D&D 5e?

Electricity sparks out from your hands and toward your target. After doing so, the following effects happen:

  1. The DM compares your Shocking Grasp’s attack roll vs. the target’s Armor Class. If the spell’s attack roll is larger than or equal to the target’s Armor Class, then the Shocking Grasp successfully hits. Otherwise, it is a miss.
  2. On a successful hit, your target receives 1d8 lightning damage. Thus, you roll an eight-side to determine how much lightning damage they receive; they lose HP based on the result. If your target is vulnerable to lightning damage, they receive double the damage. If they have resistance instead, they receive half the damage. If they have immunity, they get no damage at all.
  3. The Shocking Grasp’s damage increases depending on your level. It increases by 1d8 every time you reach levels 5, 11, and 17. For example, a level 11 Sorcerer will deal 3d8 lightning damage if they use Shocking Grasp.
  4. The target cannot take reactions until their next turn. Thus, the target cannot make opportunity attacks, cast spells with a casting time of one reaction, and the like.

Shocking Grasp is incredibly simple; you touch someone, they may or may not receive lightning damage, and they cannot make reactions when they do receive damage. You can think of it like an electric taser! However, if you are still confused about how these electrifying hands work, the next section contains a demonstration of how the Shocking Grasp spell works.

Example Scenario for Using Shocking Grasp in D&D 5e

Example Scenario for Using Shocking Grasp in D&D 5e

If you cast Shocking Grasp while holding a phone on low battery, would it charge, or would it explode from a short circuit? Welcome to Arthur’s Lab, where we ask weird and nonsensical questions as an introduction.

However, testing out the Shocking Grasp spell is not a weird or nonsensical question at all! This demonstration will be about the spell to give a clearer picture of how it works during combat.

Marshal, the Half-elf Wizard, is with us this time to demonstrate the spell, along with a couple of bandits. He knows the spell and is ready to deliver a shocking slap to the face (and maybe a slight tap on the shoulder, too). Below are some details about the participants that are critical to this experiment.

  • Marshal
    • Intelligence modifier: +3
    • Proficiency bonus: +2
    • Spell attack modifier: 3 (Intelligence modifier) + 2 (proficiency bonus) = 5
  • Bandits
    • Armor Class: 12

First Scenario: Missing the Shocking Grasp on Bandit 1

First Scenario: Missing the Shocking Grasp on Bandit 1

It is Marshal’s turn first, and he casts the Shocking Grasp spell. Thankfully, he does not need a spell slot because it is a cantrip. Since it has a range of touch, he goes near Bandit 1 to deliver the shocking blow. So, Marshal rolls a d20 for the cantrip’s attack roll and gets a six. We then calculate the attack roll as follows:

  • Attack Roll = d20 + Spell attack modifier
  • Attack Roll = d20 + Intelligence modifier + proficiency bonus
  • Attack Roll = 6 + 3 + 2
  • Attack Roll = 11

Marshal’s attack roll is 11, which does not meet Bandit 1’s Armor Class of 12. Therefore, the Shocking Grasp misses, and it does not deal any damage.

Second Scenario: Hitting Bandit 1 Using Shocking Grasp

Second Scenario: Hitting Bandit 1 Using Shocking Grasp

Bandits 1 and 2 do not do anything as we instructed them to (they are definitely not afraid of disobeying our orders). It is Marshal’s turn again, and once more, he casts Shocking Grasp. Since he is already near Bandit 1, he simply rolls a d20 and gets a seven this time. To calculate the cantrip’s attack roll:

  • Attack Roll = d20 + Spell attack modifier
  • Attack Roll = d20 + Intelligence modifier + proficiency bonus
  • Attack Roll = 7 + 3 + 2
  • Attack Roll = 12

Marshal’s attack roll is 12, and now it penetrates Bandit 1’s Armor Class of 12. He then rolls a 1d8 to determine the lightning damage that Bandit 1 receives; he gets a six.

Therefore, Bandit 1’s HP goes down by six due to the lightning damage. If he were resistant to it, he would instead receive three lightning damage. If he were vulnerable to it, he would instead receive 12 lightning damage.

Third Scenario: Bandit 1 Cannot Make Reactions

Since Bandit 1 got hit by Marshal’s Shocking Grasp, he cannot make any reactions. For instance, Bandit 1 has fast hands; when he sees someone aiming at him using a short bow, he can use his reaction to shoot first with his crossbow.

However, because of the Shocking Grasp’s effects, he can no longer make such a reaction to someone aiming at him. This effect lasts until the start of Bandit 1’s next turn.

Marshal is not yet done with his move, though; after casting Shocking Grasp, he moves away from Bandit 1. Typically, Bandit 1 can perform an opportunity attack since Marshal is moving away and is within five ft. of him.

However, as I mentioned, Shocking Grasp disallows reactions, and opportunity attacks are reactions. Therefore, he cannot perform an opportunity attack against Marshal.

Fourth Scenario: Hitting Bandit 2 with Metal Armor Using Shocking Grasp

Fourth Scenario: Hitting Bandit 2 with Metal Armor Using Shocking Grasp

Marshal ends his turn, and all the bandits do not do anything as we instructed (they are dedicated to the demonstration). So, it is Marshal’s turn again; he goes near Bandit 2 and casts Shocking Grasp on him.

Bandit 2 is wearing armor made of metal, and according to the spell’s rules, Marshal gets an advantage for his attack roll. He rolls two d20s and gets two and eight.

Per the rules of having an advantage, the attack roll is the higher number between the two d20s. In this case, the higher number is eight. Thus, we calculate the Shocking Grasp’s final attack roll as follows:

  • Attack Roll = d20 + Spell attack modifier
  • Attack Roll = d20 + Intelligence modifier + proficiency bonus
  • Attack Roll = 8 + 3 + 2
  • Attack Roll = 13

The Shocking Grasp’s attack roll is 13, which reaches Bandit 2’s Armor Class of 12. Because it hits, Marshal rolls a 1d8 and gets a five; like Bandit 1, Bandit 2’s HP becomes reduced by five lightning damage. Also, Bandit 2 also cannot make reactions because of the Shocking Grasp’s effects.

Fifth Scenario: Casting Shocking Grasp on a Higher Level

Fifth Scenario: Casting Shocking Grasp on a Higher Level

Through the power of our magical lab, we turn Marshal into a level 13 Wizard. After the bandits do nothing the third time today, it is Marshal’s turn again, and he casts Shocking Grasp on Bandit 2, who is already five ft. near him. Since Marshal is level 13, the Shocking Grasp’s lightning damage becomes more powerful than before.

As per the rules of Shocking Grasp, the cantrip’s damage increases by 1d8 every time the caster reaches levels 5, 11, and 17. Since 13 surpasses 5 and 11 but does not reach 17, Marshal’s Shocking Grasp deals 3d8 lightning damage. Furthermore, level 13 Wizards get a +5-proficiency bonus.

Bandit 2 is still wearing armor made of metal, so Marshal gets an advantage on his attack roll. He rolls two d20s and gets 9 and 11. Because of the advantage, we pick 11. We calculate the Shocking Grasp’s attack roll as follows:

  • Attack Roll = d20 + Spell attack modifier
  • Attack Roll = d20 + Intelligence modifier + proficiency bonus
  • Attack Roll = 11 + 3 + 5
  • Attack Roll = 19

An attack roll of 19 definitely penetrates Bandit 2’s Armor Class of 12. Therefore, Marshal rolls three d8s for the lightning damage and gets two, eight, and four. Bandit 2’s HP goes down because of the 14-lightning damage from the Shocking Grasp. Bandit 2 cannot make reactions again because of the cantrip’s effects.

Who Can Cast Shocking Grasp in D&D 5e?

Three classes (Artificer, Sorcerer, and Wizard), three subclasses (Arcana Cleric, Arcane Trickster Rogue, and Eldritch Knight Fighter), two races (High Elf and Half-elf with the Moon Elf or Sun Elf Descent variant), and one background (Izzet Engineer) have access to the Shocking Grasp cantrip.

An additional subclass from the Unearthed Arcana can also pick Shocking Grasp as part of their cantrip.

Classes that Can Cast Shocking Grasp in D&D 5e

Classes that Can Cast Shocking Grasp in D&D 5e

The Artificers, Sorcerers, and Wizards can pick the Shocking Grasp cantrip as part of their known cantrips. They do not require a spell slot, so these classes can cast Shocking Grasp as early as level one.

Artificers and Sorcerers start with two cantrips at level one, but the former ends with four cantrips at level 20. Meanwhile, the latter ends with six cantrips at level 20.

Wizards, however, start with three cantrips at level one and ends with five at level 20. Below is a table containing these classes, their sources, and their spell attack modifier.

Classes that can cast Shocking Grasp

Class Source

Spell Attack Modifier

Artificer Tasha’s Cauldron of Everything, page 9 Your proficiency bonus + your Intelligence modifier
Sorcerer Player’s Handbook, page 99 Your proficiency bonus + your Charisma modifier
Wizard Player’s Handbook, page 112 Your proficiency bonus + your Intelligence modifier

Subclasses that Can Cast Shocking Grasp in D&D 5e

Three subclasses can get the Shocking Grasp cantrip, namely the Clerics in the Arcana Domain, the Arcane Trickster Rogue, and the Eldritch Knight Fighter. Below is a table of these subclasses along with their sources, their originating class’s sources, and more.

An additional subclass from Unearthed Arcana, the Sorcerer with the Storm Giant Soul sorcerous origin, also has access to the cantrip. If you allow Unearthed Arcana content in your game, you can use this class. However, always ask your DM first for permission.

Subclasses that can cast Shocking Grasp

Originating Class Subclass Feature for Shocking Grasp Subclass Source Class Source

Spell Attack Modifier

Arcana Domain Cleric Arcane Initiate Sword Coast Adventurer’s Guide, page 125 Player’s Handbook, page 56 Your proficiency bonus + your Wisdom modifier
Arcane Trickster Rogue Spellcasting Player’s Handbook, page 97 Player’s Handbook, page 94 Your proficiency bonus + your Intelligence modifier
Eldritch Knight Fighter Spellcasting Player’s Handbook, page 74 Player’s Handbook, page 70 Your proficiency bonus + your Intelligence modifier
Storm Giant Soul Sorcerer Mark of the Ordning Unearthed Arcana: Giant Soul Sorcerer Player’s Handbook, page 99 Your proficiency bonus + your Charisma modifier

Clerics in the Arcana Domain can have the Shocking Grasp cantrip thanks to the Arcane Initiate subclass feature. At level one, these Clerics gain proficiency in Arcana skill checks, and they can choose two cantrips to keep from the Wizard spell list.

Since Shocking Grasp is a cantrip in this spell list, they can get it. They also do not count against the Cleric’s cantrip count since they serve as an addition rather than a substitute.

The Arcane Tricker Rogue and Eldritch Knight Fighter gain the ability to cast cantrips and spells through their Spellcasting subclass feature. The former gets three cantrips starting at level three; one is Mage Hand, and the other two are of their choice.

Meanwhile, the latter gets two instead, starting at level three, and both are of their choice. They get another cantrip when they reach level ten. The cantrip they pick must be from the Wizard spell list, and since Shocking Grasp is in this list, they can pick it up.

Unlike level one spells or higher, they can pick cantrips from any school of magic as long as it is from the Wizard spell list.

This final race is Unearthed Arcana content, which means it is not legible in Adventurer’s League campaigns. So, ask your DM first if you can play this class. If your table is not too strict on homebrew content, it should be okay.

Sorcerers with the Giant Soul sorcerous origin can get the Shocking Grasp cantrip. However, their giant heritage must be that of a Storm Giant. The Mark of the Ordning subclass feature grants them two spells at level one; one of them is a cantrip, while the other is a level one spell.

Storm Giant Soul Sorcerers get Shocking Grasp as the cantrip and Thunderwave as the level one spell. They do not count against the number of Sorcerer spells that they know.

Races that Can Cast Shocking Grasp in D&D 5e

Races that Can Cast Shocking Grasp in D&D 5e

High Elves and Half-elves descending from Moon Elves or Sun Elves can get the Shocking Grasp cantrip thanks to their Cantrip racial feature. It allows them to pick a cantrip from the Wizard spell list, and their spellcasting ability for it will be their Intelligence.

Thus, if a character of this race picks Shocking Grasp as the cantrip of their choice, their spell attack modifier is their proficiency bonus plus their Intelligence modifier.

Not every Half-elf (Moon Elf or Sun Elf Descendant variant) gets the Cantrip subclass feature; they have a Variant Feature, which means they pick between three racial features, and cantrip is one of them.

If you want to learn more about these races, you can find more information about the high Elf in the Player’s Handbook on page 23. Meanwhile, the information about the Half-elf with the Moon Elf or Sun Elf Descent variant is in the Sword Coast Adventurer’s Guide on page 116.

Backgrounds that Can Cast Shocking Grasp in D&D 5e

Characters with the Izzet Engineer can get the Shocking Grasp cantrip thanks to their Izzet Guild Spells background feature. It adds a number of spells to their spell list.

However, they must belong to a class that can cast spells first, such as Bards, Clerics, Wizards, Warlocks, and the like. For example, a Barbarian with this background cannot cast Shocking Grasp because they cannot cast spells in the first place.

Shocking Grasp is part of the cantrips belonging to the Izzet Guild Spells. It allows classes that typically cannot access this cantrip to get them. For example, a Druid does not have the Shocking Grasp cantrip as part of their class spell list. However, if their background is the Izzet Engineer, they can pick it up through this background feature.

You can read more information about the Izzet Engineer in Guildmaster’s Guide to Ravnica on page 66. Since it is a background in the Ravnica set, it only makes sense within it.

Thus, having this background in a Forgotten Realms setting would not quite work. Ask your DM first for permission to play this background in your games. He can integrate the background into the game’s story if he wants.

Creative and Useful Ways to Use Shocking Grasp in D&D 5e

Creative and Useful Ways to Use Shocking Grasp in D&D 5e

Shocking Grasp is a pretty straightforward spell; you touch someone and make an attack roll. If it hits, they get lightning damage, and they cannot make reactions.

Naturally, players would find it hard to think of ways to have great utility around this simple cantrip. If you are one of those players, this section is dedicated to finding a couple of innovative uses for Shocking Grasp in D&D 5e.

  • Disabling reactions
  • Disabling opportunity attacks
  • Escaping close confrontation
  • Shocking from afar via a familiar
  • Making Metamagic combos

Disabling Reactions Using Shocking Grasp in D&D 5e

One of the effects that targets obtain when hit with Shocking Grasp is that they cannot make reactions. Although it may seem insignificant at first, there are plenty of ways for reactions to be deadly.

If you are facing a spellcaster who can cast spells using their reaction, such as Counterspell, the best way to deal with such a mess would be to disable it. Shocking Grasp gets the job done, albeit dangerously.

Despite the small number of monsters in the Monster Manual having reactions, they are still common and life-threatening, like the Bandit Captain’s Parry, the Ochre Jelly’s Split, the Stone Giant’s Rock Catching, and more. However, the most common reason for disabling reactions is to disable opportunity attacks.

Disabling Opportunity Attacks Using Shocking Grasp in D&D 5e

When you move away from an enemy within five ft. of you, they can use their reaction to make an opportunity attack.

By disabling their reactions through Shocking Grasp, you effectively remove their option to make these attacks, and you can move away from your enemies freely and safely. You do not need to worry if the goblin behind you strikes you with their sword if you disable their reaction.

One good way to utilize this effect is to commit a hit-and-run. You simply run towards your enemy, hit them with the Shocking Grasp spell, and escape. Usually, running away after getting near an enemy will provoke them to attack you.

However, because Shocking Grasp takes away their ability to react, they cannot do so. The faster you are, the more effective the hit-and-run strategy is!

Escaping Close Confrontation Using Shocking Grasp in D&D 5e

Spellcasters are squishy characters, i.e., they do not have the best options for Armor Class optimization. They typically do not have proficiency in using shields, heavy armor, or the like. They rely on casting spells from afar, hoping that the enemy does not go near them. One hit from a hobgoblin’s face could devastate a level one spellcaster.

However, you cannot always assure that the enemy will not go after the spellcaster. If the enemy is smart, they might figure out the squishiness of these spellcasters.

If you find yourself in a situation where you become surrounded by a bunch of enemies, a good spell to cast as an escape tool would be Shocking Grasp since it takes away their reactions. As I discussed, you can move away from them safely.

Shocking from Afar Via a Familiar Using Shocking Grasp in D&D 5e

Shocking from Afar Via a Familiar Using Shocking Grasp in D&D 5e

In the distance, you can see your friends surrounded by enemies. They are weak and tired from fighting and are about to go unconscious. However, you no longer have any spell slots, and you are too far away from them to do anything.

If you are a Wizard and have a familiar through the Find Familiar spell, you can cast Shocking Grasp from afar via your pet.

According to the Find Familiar spell, you can cast spells with a range of touch through your familiar. For example, you can make your pet raven go to the enemies surrounding your friends in the distance.

Then, you make your raven touch the enemies and cast Shocking Grasp through them. Voila! You shock them, disabling their reactions and, in turn, disabling opportunity attacks. Your friends can flee now!

Making Metamagic Combos Using Shocking Grasp in D&D 5e

If you are a Sorcerer, you can make your spells more overpowered through your Metamagic class feature. At level three, Sorcerers can modify their spells by using sorcery points.

Shocking Grasp can greatly benefit from a couple of modifications, like the Distant Spell; it allows Sorcerers to cast a spell with a range of touch to reach 30 ft. away at the cost of one sorcery point.

So, Shocking Grasp with Distant Spell can damage an enemy and disable their reactions without the need to get five ft. near them.

Another good Metamagic Combo would be Shocking Grasp and Twinned Spell; it allows Sorcerers to target two creatures near each other instead of one with a spell. So, this combo would allow you to give lightning damage to two enemies and disable their reactions.

Frequently Asked Questions

Question: Is Shocking Grasp a Melee Attack in D&D 5e?

Answer: Yes, shocking grasp is a melee spell attack in d&d 5e. Therefore, the caster must be five ft. Near their target to touch them. Since it is a melee spell attack, you add your proficiency bonus and your spellcasting ability modifier to your d20 roll.

If you want to know what your class’s spellcasting ability modifier is, read the “who can cast shocking grasp in d&d 5e?” section above.:

QUESTION: CAN YOU CAST SHOCKING GRASP IN WATER IN D&D 5E?

Answer: Yes, you can cast shocking grasp in water as long as you can talk audibly. One of the shocking grasp’s requirements is the verbal component, I.E., you need to talk while casting the spell.

If you are underwater, there is a big chance that you cannot speak. However, water does not interact with the spell as it does not say so in the spell’s rules.

QUESTION: CAN YOU CAST SHOCKING GRASP ON WEAPONS IN D&D 5E?

Answer: No, you cannot cast shocking grasp on a weapon in d&d 5e. As stated in the spell’s rules, you can only target a creature with the cantrip. Therefore, you cannot target objects with it, no matter how metallic.

A creature wearing metallic armor gives you an advantage in the shocking grasp’s attack roll, but you cannot target an object. Still, if your dm is lenient, you can try to convince them.

QUESTION: IS SHOCKING GRASP A CANTRIP IN D&D 5E?

Answer: Yes, shocking grasp is a cantrip in d&d 5e. Therefore, you can cast this spell as many times as you want since it does not require spell slots.

Conclusion: Is Shocking Grasp a Good Spell in D&D 5e?

Even though I am optimistic in my spell reviews, I do not think Shocking Grasp is a particularly good spell. If I were to rate it on a scale of one to ten, I would probably give it a strong three to a light four.

Its main issue is its range; you need to get close to your enemies, which is not a good move for squishy spellcasters. Plus, 1d8 lightning damage may sound good, but other cantrips deal more damage.

A good argument for picking up Shocking Grasp is that it is a good spell to cast when an enemy goes near you. By doing so, you effectively remove their ability to make opportunity attacks.

However, if an enemy is near you and you want to escape, the better option would be to take the Disengage action. Shocking Grasp has a chance of failure, while Disengage disables opportunity attacks 100% of the time.

However, if you are playing a character who loves to get close to their enemies (like a thrill seeker), Shocking Grasp might be a perfect fit for you. A spellcaster who multi-classes into a fighting class can handle Shocking Grasp well.

Still, if you are someone who stays away from close combat to cast Fireballs from afar, I would suggest not picking up Shocking Grasp. Otherwise, it is a good damaging spell.

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