Call Lightning — Complete D&D 5e Spell Guide
Table of Contents
- •Quick Answer
- •Overview
- •Stat Block
- •When NOT to Use
- •Comparisons
- •Spell Slot Efficiency
- •Pro Tips
- •Common Mistakes
- •Usage Tips
- •Synergies
- •FAQ
Call Lightning is a 3rd-level conjuration spell that creates a 60-foot-radius, 10-foot-tall storm cylinder 100 feet above you, from which you can call down 3d10 lightning bolts (avg 16.5 damage, Dex save for half) on your action each turn for up to 10 minutes (concentration). It's a sustained damage dealer shining in outdoor battles against clustered foes, but it flops hard indoors, against mobile enemies, or in quick fights due to its action tax and setup requirements. Veterans love it for chipping bosses over time, but it's mediocre compared to nova spells—pick it for slugfests, skip for dungeons.
| Property | Value |
|---|---|
| Level | 3 |
| School | Conjuration |
| Casting Time | 1 action |
| Range | 120 feet |
| Components | V, S |
| Material | None |
| Duration | Up to 10 minutes |
| Concentration | Yes |
| Ritual | No |
| Save/Attack | None |
| Classes | Druid |
| Metric | Assessment |
|---|---|
| Slot Efficiency | Situational—excellent in 5+ round outdoor fights (80+ DPR total), poor elsewhere (16.5 one-shot). |
| Action Economy | Poor |
| Opportunity Cost | Fireball (28 avg AoE instant) or Lightning Bolt (44 single-target) for burst; Moonbeam (20.5/turn no action) for sustain. |
When worth the slot: Prolonged outdoor boss/group fights vs Dex-weak foes; stormy weather.
When NOT worth the slot: Indoors/short combats/lightning resist; better slots for summons/control.
Why veterans know this: Saves you from melee retaliation; 120ft range lets Druids kite safely.
This avoids the mistake of: Newbies center on self, eating opportunity attacks.
Why veterans know this: DMs often have weather tables; turns ambient rain into 4d10 machine gun.
This avoids the mistake of: Waiting for combat wastes surprise round.
Why veterans know this: Bypasses action economy on round 1; combos with Druid's Initiative proficiency.
Why veterans know this: Math: 3 goblins = 50HP dead/turn vs single orc's 60HP.
Why it's bad: Puts you in melee/AoE danger; wastes positioning.
Do this instead: 100ft above threats; stay 120ft back kiting.
Why it's bad: No damage turns 2+ without it; feels like dead slot.
Do this instead: Announce 'lightning' every turn; track with token.
Why it's bad: 6d10 first bolt = Fireball, but no repeat; costs Insect Plague.
Do this instead: Base 3rd for 4+ round fights; save higher slots.
Why it's bad: Leaves 1d10 (3.5 avg) on table in weather campaigns.
Do this instead: Ask DM 'Stormy conditions?' before casting.
Situational for Druids—excellent in outdoor multi-round fights (80+ total DPR), poor indoors or vs mobile foes. Averages 16.5/bolt but action tax hurts burst. Prep over Moonbeam for weather slugfests.
Lightning Bolt wins burst (8d6=28 line instant), Call Lightning sustained (multiple 3d10 over turns). Use Bolt for quick kills, Lightning for bosses. Druid limitation favors Lightning Bolt via feats.
No—fails if no 100ft clear air for 60ft radius cylinder (most rooms too small). Outdoors only reliably. Fallback: Moonbeam or Flaming Sphere.
No—targets point, not creature; Twinned doesn't apply. Affects multiple via 5ft radius. Sorc/Druid dip wastes.
Yes RAW—lightning conducts in water; no restriction. Boosts vs aquatic foes. Stormy surface weather still adds +1d10.
Only for 4th slot in long fights (+4d10=33 first bolt); 5th+ competes with Conjure Woodland Beings. Base 3rd optimal.
Moonbeam for no-action DoT (20.5/turn), Plant Growth for control. Lightning if outdoors weather/hordes.
Standard concentration; auto-fails if damaged 10+ over DC10 Con save. Veterans use Absorb Elements to protect.
Citations: api:spells/call-lightning
Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.
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