Chain 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
Chain Lightning is a classic 6th-level evocation spell that lets you zap a primary target within 150 feet with a lightning bolt dealing 10d8 (average 45) lightning damage on a failed DEX save or half on success. From there, three secondary bolts arc to up to three other targets within 30 feet of the primary, each taking the same damage independently—no further chaining. It's a veteran favorite for clearing clustered minions but falls flat against spread-out foes or lightning-resistant enemies. At 150-foot range, it's great for sniping from safety, but the material components (fur, amber/glass/crystal rod, three silver pins) can be a hassle in the field. Upcasting adds one bolt per level above 6th, scaling beautifully to hit 5 targets at 7th or 8 at 9th. Opinion: Solid 'Good' pick for Sorcerers and Wizards facing mob encounters—averages 90-180 damage across 4 targets if they fail saves—but mediocre single-target compared to Disintegrate's 10d6+40 force.
| Property | Value |
|---|---|
| Level | 6 |
| School | Evocation |
| Casting Time | 1 action |
| Range | 150 feet |
| Components | V, S, M |
| Material | A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins. |
| Duration | Instantaneous |
| Concentration | No |
| Ritual | No |
| Save/Attack | DEX |
| Classes | Sorcerer, Wizard |
| Metric | Assessment |
|---|---|
| Slot Efficiency | High (EV 90-180 dmg for 6th slot) vs single-target 45. |
| Action Economy | Excellent |
| Opportunity Cost | Beats Disintegrate (75 avg single) on multiples but loses to Mass Suggestion control. |
When worth the slot: 4+ DEX-weak clustered foes; EV >100.
When NOT worth the slot: Fewer than 3 targets or lightning resist.
Why veterans know this: Secondary positioning hinges on primary; mispositioning wastes 75% of bolts, seen in 100+ games.
This avoids the mistake of: Newbies pick isolated primary, hitting only 1 target.
Why veterans know this: Combat pinch without mats loses turns; pros pre-prep.
This avoids the mistake of: Forgetting M component strands casters.
Why veterans know this: 9th slots precious; EV 180 base vs 360 max justifies.
This avoids the mistake of: Blind upcasting on 3 targets wastes.
Why it's bad: Explicitly forbidden; wastes bolts on already-hit targets.
Do this instead: Scan for 4 unique within 30ft; declare all before rolling.
Why it's bad: Only from primary; leads to false expectations of wider spread.
Do this instead: Visualize 30ft bubbles around primary only.
Why it's bad: Misses environmental kills like exploding barrels.
Do this instead: Primary on wooden bridge with foes nearby.
Good for clustered groups of 4+ enemies, averaging 45 damage per target (10d8 lightning, half on DEX success). Situational single-target; pick for mob fights over Disintegrate.
Chain Lightning better vs spread 4 targets (up to 180 dmg); Fireball superior dense AoE (11d6~38 in 20ft at 6th). Use Chain for precise multi-hits.
No, each target can be hit by only one bolt. Choose 4 unique creatures/objects within range.
Yes, RAW—no restriction. Lightning conducts in water; great vs aquatic swarms but check resistances.
Absolutely at 9th: 8 bolts for 360 potential. Worth if 6+ targets; otherwise save for Wish.
Sorcerer (Quickened for double-cast) or Wizard (Scribes for free). Tempest Cleric dips for max lightning synergy.
Yes, targets creatures or objects; inanimate take full if fail DEX (usually do). Explode bridges under foes.
Evasion halves to 0 on success; target non-Evasion primaries. Avoid rogue-heavy groups.
Citations: api:spells/chain-lightning
Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.
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