The Thieves Guild
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Spells & Rituals

Call Lightning

Level 3 •

Casting Time: 1 action
Range: 120 ft (60 ft
Components: V, S
Duration: Concentration
, up to 10 minutes
Damage Type: Lightning

Save: Dexterity
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can't see a point in the air where the storm cloud could appear (for example, if you are in a room that can't accommodate the cloud).

When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one.

If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell's damage increases by 1d10.
At Higher Levels
When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
Verbal Component: Voca Fulmen Oppugno
Verbal Component (Alternative): I summon forth a storm so frightening, calling down tendrils of lightning.

Class: Druid

Domain: Air, Tempest, Weather

Tags: Combat, Damage

Source: Player's Handbook [5th Edition] (page 220)

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