D&D General In defense of Shocking Grasp

Gorck

Prince of Dorkness
One of my favorite Sorcerer/Wizard spells is Shocking Grasp. But whenever I read people’s spells rankings, it always seems to rank low on the Cantrip tier lists. So, I will attempt to make a case for it.

The biggest criticism I’ve read is that it’s a Touch spell and squishy characters don’t want to be in melee combat. True. However, sometimes melee combat comes to you, like it or not. In those instances, people typically recommend casting something like the Level 2 spell Misty Step to flee from your enemies.

But I feel it’s better to save the 2nd Level Spell Slot by casting a Cantrip, causing some damage to your enemy (1d8 per tier of play), and running away without provoking an Opportunity Attack. And since the enemy can’t make an Opportunity Attack until the start of their next turn, it might also allow for other squishy party members and/or NPCs to run away as well. I basically like to use it as an “oh %#*>” spell.

So there’s my argument in favor of an oft maligned Cantrip. I’m sure I’m overlooking something obvious (low number of Cantrips known, or something), so I look forward to the counter arguments to come.
 

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I think it's a decent spell for a cantrip and a good way to get out of melee if it works. I take it with my casters - not because I want to use it but because sometimes it gets them out of sticky situations. If I can also cast misty step then it's a win-win, try shocking grasp and if that doesn't work use my spell. Unless I want to stay in melee range I'm limited to a cantrip anyway.
 



Agreed. Optimizers and theory-crafters prioritize everything going according to plan in a white room without any surprises, setbacks or sticky situations. In my experience, monsters and environments usually aren't so cooperative and having options for when things fall apart, even if not optimal or staggeringly impressive, can be a very useful edge.
 

Agreed. Optimizers and theory-crafters prioritize everything going according to plan in a white room without any surprises, setbacks or sticky situations. In my experience, monsters and environments usually aren't so cooperative and having options for when things fall apart, even if not optimal or staggeringly impressive, can be a very useful edge.
Absolutely this. Actually it rarely works according to plan.
 


And since the enemy can’t make an Opportunity Attack until the start of their next turn, it might also allow for other squishy party members and/or NPCs to run away as well. I basically like to use it as an “oh %#*>” spell.
You make an excellent case for shocking grasp. It has been one of my favorites for years. Additionally, a successful landing of the spell could allow any number of allies to move away, or to even step in, attack, and step away with no Opportunity Attack. With 2014 Rules, it can also be helpful (if risky) to shut down an opponent with an obnoxious Reaction. Tired of counterspell from the Big Bad? A lowly cantrip might be for you...
 


Agreed. Optimizers and theory-crafters prioritize everything going according to plan in a white room without any surprises, setbacks or sticky situations. In my experience, monsters and environments usually aren't so cooperative and having options for when things fall apart, even if not optimal or staggeringly impressive, can be a very useful edge.
Don't even get me started on these white-room analyses.

My biggest pet peeve with white rooms are how they always use average dice results. I understand the reasoning, but it gives a false confidence...dice rolls are never that reliable! On your turn, you don't get to roll the d20 a bunch of times and average the result--you get to roll once, and that one roll is just as likely to be a 2 or 3 instead of a 10 or 11. Your white-room analysis needs to account for that.
 

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