Call Lightning
3rd-level conjuration · 3d10 Lightning damage, average 16.5
16.5 average Lightning damage · 3–30
Roll Call Lightning
Press a roll button. The dice land here.
Spell details
- Level
- 3rd-level
- School
- Conjuration
- Casting time
- Action
- Range
- 120 feet
- Components
- V, S
- Duration
- Concentration, up to 10 minutes
- Classes
- Druid
- Save
- Dexterity (half on success)
Call Lightning damage by level
| Cast at | Dice | Average | Range | On a save |
|---|---|---|---|---|
| 3rd slot | 16.5 | 3–30 | 8 | |
| 4th slot | 22 | 4–40 | 10.8 | |
| 5th slot | 27.5 | 5–50 | 13.5 | |
| 6th slot | 33 | 6–60 | 16.3 | |
| 7th slot | 38.5 | 7–70 | 19 | |
| 8th slot | 44 | 8–80 | 21.8 | |
| 9th slot | 49.5 | 9–90 | 24.5 |
“On a save” is the average of half each roll, rounded down, as the rules do it.
The odds of 3d10
| Total | Chance |
|---|---|
| 10 or more | 92% |
| 17 or more | 50% |
| 23 or more | 12% |
| 27 or more | 2% |
Call Lightning against other 3rd-level damage spells
By average damage on one target, Call Lightning ranks 5th of 9 3rd-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.
| Spell | Dice | Average |
|---|---|---|
| Fireball | 8d6 | 28 |
| Lightning Bolt | 8d6 | 28 |
| Meld into Stone | 6d6 | 21 |
| Wind Wall | 4d8 | 18 |
| Call Lightning | 3d10 | 16.5 |
| Conjure Animals | 3d10 | 16.5 |
| Spirit Guardians | 3d8 | 13.5 |
| Vampiric Touch | 3d6 | 10.5 |
| Bestow Curse | 1d8 | 4.5 |
Rules text
A storm cloud appears at a point within range that you can see above yourself. It takes the shape of a Cylinder that is 10 feet tall with a 60-foot radius.
When you cast the spell, choose a point you can see under the cloud. A lightning bolt shoots from the cloud to that point. Each creature within 5 feet of that point makes a Dexterity saving throw, taking Lightning damage on a failed save or half as much damage on a successful one.
Until the spell ends, you can take a Magic action to call down lightning in that way again, targeting the same point or a different one.
If you're outdoors in a storm when you cast this spell, the spell gives you control over that storm instead of creating a new one. Under such conditions, the spell's damage increases by .
At higher levels. The damage increases by for each spell slot level above 3.
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.