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    Overview

    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.

    Stat Block

    PropertyValue
    Level6
    SchoolEvocation
    Casting Time1 action
    Range150 feet
    ComponentsV, S, M
    MaterialA bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins.
    DurationInstantaneous
    ConcentrationNo
    RitualNo
    Save/AttackDEX
    ClassesSorcerer, Wizard

    When NOT to Use This

    • •Enemies spaced >30ft apart—hits 1-2 for 45-90 dmg, worse than upcast Fireball.
    • •Lightning immune bosses; switch to Forcecage.
    • •Solo high-HP solo; Disintegrate does 75+ reliably.
    • •Party already has AoE lockdown; save slot for utility.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyHigh (EV 90-180 dmg for 6th slot) vs single-target 45.
    Action EconomyExcellent
    Opportunity CostBeats 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.

    Pro Tips (Veteran Secrets)

    Tip #1: Always target the toughest foe as primary—survivors of secondary bolts still take half damage, softening the field.

    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.

    Tip #2: Stock 10+ sets of components; craft via downtime for 1sp each vs buying 5sp.

    Why veterans know this: Combat pinch without mats loses turns; pros pre-prep.

    This avoids the mistake of: Forgetting M component strands casters.

    Tip #3: Upcast at 9th for 8 bolts only if 8+ valid targets; calculate expected value (EV= #targets * 22.5 half-save assume).

    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.

    Common Mistakes to Avoid

    Targeting the same creature multiple times.

    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.

    Assuming chains continue (bolt 2 to 3, etc.).

    Why it's bad: Only from primary; leads to false expectations of wider spread.

    Do this instead: Visualize 30ft bubbles around primary only.

    Ignoring object targeting for cover.

    Why it's bad: Misses environmental kills like exploding barrels.

    Do this instead: Primary on wooden bridge with foes nearby.

    Usage Tips

    • •Position your primary target in the densest cluster of enemies to ensure all three secondary bolts land—e.g., a melee fighter surrounded by goblins averages 4 hits vs 1-2 if poorly placed.
    • •Combine with battlefield control like Web or Wall of Force to force clustering before casting; this turns a mediocre 2-target zap into a 4-target nuke.
    • •Against flying or mobile foes, cast after Slow or Hypnotic Pattern to keep them bunched; veterans track enemy movement to predict 30-foot jumps.

    Rules Notes

    • •Each bolt targets a unique creature or object; no target can be hit more than once.
    • •Secondary targets must be within 30 feet of the primary target, not previous bolts—positioning the primary centrally maximizes chains.
    • •Lightning damage; resisted by many devils/demons, immunity common in high-CR foes.
    • •Upcasting adds bolts from the primary only—no damage increase per bolt.
    • •RAW allows targeting objects, which take full damage if they fail DEX (most objects have poor DEX).

    Synergies

    • •Pairs perfectly with Sorcerer's Twinned Spell? No, can't twin—it's not single target—but Metamagic like Empowered boosts one roll if needed.
    • •Haste on an ally to position them as primary bait, drawing secondary arcs into the pack.
    • •Lightning vulnerability from Glyph of Warding or custom items doubles output to 90 dmg/target average.

    Anti-Patterns

    • •Don't waste on spread-out foes; if enemies are 40+ feet apart, you'll hit only 1-2 targets for poor slot value.
    • •Avoid vs Evasion (rogues, monks) who take 0 on success—scout resistances first.
    • •Skip if party has no way to cluster; it's not a save-or-suck like Banishment.

    Tactical Modules

    • •Minion Clearer — When to use: Against 4+ low-HP adds like skeletons or cultists in tight formation.. Synergy: Follow with Spirit Guardians or Cloudkill to mop up survivors; averages 180 total damage.
    • •Boss Add Blender — When to use: Boss + 3 minions within 30 feet; primary on boss.. Synergy: Contingency: Chain Lightning triggers on boss HP threshold; synergizes with Contingency.
    • •Upcast Swarm Buster — When to use: 9th-level slot vs 8-target swarm like stirges.. Synergy: Twinned Haste on self/ally for positioning; hits 8x45=360 potential.

    Countermeasures

    • •Threat: Lightning immune/resistant dragon flights. — Response: Switch to Fireball upcast; scout with Detect Magic or Legend Lore.. Fallback: Banishment on leader, then single-target Disintegrate.
    • •Threat: Evasion-heavy rogue party. — Response: Target squishies first; use primary on non-Evasion.. Fallback: Synaptic Static for psychic AoE ignoring DEX.
    • •Threat: Antimagic Field. — Response: Stay 150 feet out, cast pre-entry.. Fallback: Ranged cantrips like Eldritch Blast.

    Frequently Asked Questions

    is chain lightning good 5e

    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 vs fireball 5e

    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.

    can chain lightning hit the same target twice 5e

    No, each target can be hit by only one bolt. Choose 4 unique creatures/objects within range.

    does chain lightning work underwater 5e

    Yes, RAW—no restriction. Lightning conducts in water; great vs aquatic swarms but check resistances.

    chain lightning upcast worth it 5e

    Absolutely at 9th: 8 bolts for 360 potential. Worth if 6+ targets; otherwise save for Wish.

    best class for chain lightning 5e

    Sorcerer (Quickened for double-cast) or Wizard (Scribes for free). Tempest Cleric dips for max lightning synergy.

    chain lightning on objects 5e

    Yes, targets creatures or objects; inanimate take full if fail DEX (usually do). Explode bridges under foes.

    chain lightning evasion 5e

    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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