The Best Lightning Spells in Dungeons and Dragons 5th Edition

Elemental spells are one of the staples of Dungeons and Dragons 5th Edition. Whether players focus on a single element or a wide range of them, spell casters will undoubtedly have a few elemental-based spells in their repertoire.

Sorcerers and Warlocks might prefer single-element builds, while Wizards, and classes that can use spells but do not necessarily focus on them for offense, such as Bards or Arcane Tricksters, will lean towards multi-element builds.

With this much variety going into spell selection, players will want to take a look at lightning spells, so in this article, we will delve into the best lightning spells Dungeons and Dragons 5th Edition has to offer, ranging from the free to cast cantrips to the expensively powerful 7th level spells. 

1. Shocking Grasp (Cantrip)

The Shocking Grasp Cantrip allows spellcasters to deliver a jolt of lightning to foes within reach. Rather than use a spell save, the caster will make a melee spell attack against the target, gaining advantage on targets wearing metal armor.

On a successful roll, targets take 1d8 damage and lose the ability to make reactions until their next turn. For a cantrip, this spell is loaded with advantages, ability removal, and potentially high damage, making Shocking Grasp a powerful pick.

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2. Lightning Lure (Cantrip)

Lightning Lure strikes at any creature of your choice within range, forcing them to make a Strength saving throw. On a failed save, the target is pulled in a straight line up to 10 feet directly toward you, then they take 1d8 lightning damage if they end within 5 feet of you.

This cantrip is also loaded with advantages and damage, while also acting as a movement control spell against physically weak enemies. Creative use of the environment can potentially make this cantrip one of the best in the game. 

3. Wrath of the Storm (Feature)

A unique spell that is only used as a feature, Wrath of the Storm opens the floodgates for how powerful lightning spells can get. This spell is limited to Tempest Domain Clerics and grants them access to a reactionary spell based on taking damage within melee range.

Targets must make a Dexterity saving throw, with failed saves taking 2d8 damage and successful saves taking half that. A high Wisdom modifier means more uses for this feature, all of which are restored upon long rests.

4. Thunderwave (1st Level)

Our leading first-level spell, Thunderwave creates a shockwave of thunderous energy, inflicting damage and knocking creatures back. Its versatile area of effect and potential for crowd control makes it a staple choice for spellcasters seeking terrain-based devastation. Bring out your outer Pokemon like Pikachu and give your enemies the schok of their life! (pun intended)

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5. Witch Bolt (1st Level)

Our last first-level spell, Witch Bolt is one of the most consistent forms of damage among the lower-level spells. Regardless of being single or multiple-element focused, this spell ends up on most players’ radars and for good reason. Witch Bolt unleashes a crackling, blue arc of lightning between the caster and target.

On a successful ranged spell attack, the target takes between 1 and 12 points of lightning damage and has the Witch Bolt chained to them. The caster may then use subsequent actions to reapply the 1d12 damage automatically, with the spell only ending if the caster uses their action for something else, if the target leaves the spell’s range, or if the target gains total cover from the caster.

This spell remains consistently strong throughout adventures due to the damage increasing by 1d12 for every level cast above first. 

6. Lightning Bolt (3rd Level)

A classic lightning spell, Lightning Bolt is capable of striking any number of enemies so long as they connect in a straight line.

The 100-foot range makes this spell excellent for mass combat encounters and roleplay that deals with combat without taking turns, such as thwarting a large-scale invasion or just before an encounter. Flammable objects not being worn or carried are also ignited if in the Lightning Bolt’s path, creating more creative environmental opportunities. 

7. Ball Lightning (4th Level)

Ball Lightning is a truly well-rounded spell, acting as both a damage source and a utility spell. The caster creates a ball of lightning in an unoccupied space, lasting for a minute or until concentration is broken. The first time a create comes within 10 feet of the sphere, they must make a Dexterity saving throw, taking 1d8 lightning damage on a failed save and half as much on a successful one.

Like Shocking Grasp, targets wearing metal armor have disadvantage on their checks against this spell. The sphere also emits a dim light in a 10-foot radius. It can be moved up to 30 feet in any direction on the caster’s bonus action and can move through openings as small as 1 foot in diameter. Finally, the caster may use their action at any point to detonate the sphere, dealing 2d8 lightning damage to those in range. 

8. Chain Lightning (6th Level)

Jumping into the 6th level, Chain Lightning amplifies the theme of striking down multiple opponents in a single cast. On the initial casting of this spell, a bolt of lightning fires from your hands and strikes a target within 150 feet.

The impact splits the lightning bolt into three separate arcs, striking three additional targets within 30 feet of your original target, and all four must make dexterity saving throws. Failed saves lead to 10d8 worth of damage and half on successful saves. This spell is massive and will force enemies to think twice about their positioning if they survive the first attack.

The massive range on the attack also keeps the caster mostly safe without needing to spend their movement to run away, allowing for better chances to favorably reposition. Overall, this fireworks show will be one of the strongest lightning spells anyone adds to their kit.

9. Illusory Dragon (8th Level)

The Illusory Dragon is one of the most powerful spells in the game and has lightning as an optional damage type for the spell. When the dragon is first seen, all creatures must make a wisdom saving throw or become frightened by the dragon. Additionally, the caster may choose a damage type upon creating the illusion for the dragon’s breath weapon- one option being lightning.

The dragon can attack with a 60-foot cone to deal 7d6 lightning damage unless the targets succeed in an Intelligence saving throw, in which they take half damage. Creatures may inspect the dragon using an investigation check against the caster’s spell save DC, and on a success the inspector knows the dragon is an illusion and gains advantage on all saving throws against it.

This spell takes three different checks to properly nullify, something most classes and enemies are incapable of doing. Additionally, even with advantage, the damage output is incredibly high. Illusory or lightning-themed mages will want to heavily consider this spell as their strongest in their spellbooks, even without the need for 9th-level spell slots. 

10. Prismatic Wall (9th Level)

Prismatic Wall is loaded with text and resources. Utilize the source material to your advantage when choosing this spell for yourself. With that being said, Prismatic Wall is rightfully one of the most powerful spells in the game that can be used offensively or defensively. The spell creates a 90-foot wide, 30-foot tall, 1-inch thick, seven-layered, rainbow wall upon casting.

Each layer represents a color of the rainbow and a damage type, with yellow being the lightning layer. Creatures within 20 feet of the wall must make a Constitution saving throw or become blinded for 1 minute. When a creature passes through the wall, it takes 10d6 damage corresponding to each layer’s damage type.

Damage is halved on successful Dexterity saving throws, but each layer is an independent roll. This means an average of 175 damage on failed saves and 88 on successful saves- the last two layers do not do damage; instead, they affect the creature with ailments that stop them from crossing through entirely.

On top of all this, the wall must also be destroyed layer by layer with specific methods, thus making it survive multiple turns if used against a single enemy, such as a boss opponent. Overall, this spell should be heavily considered for lightning enthusiasts, especially since there is no dedicated lightning spell for the 9th level list. 

Conclusion on best lightning spells in 5e DnD

That concludes our list of the best lightning spells in Dungeons and Dragons 5th Edition. The shocking power that lightning brings will surely cripple your enemies’ forces if it does not outright destroy them.

Given the right situations, lightning damage can be the most powerful damage type in the game, given its environmental impacts on water and flammable objects, as well as its inherent advantages against metal-wearing foes. Even the faintly crackling cantrips can find their rightful place among spellbooks across all adventurer levels.

Whether you plan to play a single-element caster or a multi-element caster, lightning spells offer themselves up to be versatile damage dealers, and this list should help you choose which ones to take for your character.

Always consider your role in the party, what your team might appreciate, and what flavor you are aiming for in your background and roleplay strategies when choosing your spells. With all this in mind, you are ready to control the power of the sky itself and unleash a formidable power upon your enemies.  


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