You can still use misty step if this fails. So I agree its not too reliable in emergencies you still need an option B, but it does often save you a spell slot. And if you have some good bonus action spells it can even allow you to still cast a leveled spell this turn after getting away.Is it better to save the 2nd level spell slot by casting a cantrip, missing, and then being stuck unable to get away? The biggest weakness of shocking grasp is that it does nothing on a miss, while disengage works almost 100% of the time. You're using up one of your cantrip slots to have the option to gamble on 1-4d8 of damage and run away 65% of the time, but do nothing 35% of the time instead of being able to run away. If being in melee with the enemy isn't a big deal, then you're probably better off using your action for a more powerful ability and just staying in melee or soaking the opp attack as you leave (which is only 1 attack). If it is a big deal, risking that 1 in 3 chance of miss (with ordinary stats you average around a 35% chance to miss) is probably a bad idea since you'll be in taking a full attack sequence if you do miss. It only affects one enemy, so it's not good if you need to stop multiple creature's opp attacks. It does allow allies to move without taking opp attacks from the target, but if multiple non-melee characters are getting stuck in melee against a single opponent you're probably positioning the party badly.
So I'd say it's a terrible choice as an emergency getaway - it just doesn't work 1/3 of the time against single targets and not against multiple targets. For an emergency, everyone has a resource less disengage, and low cost spells like fog cloud or darkness (blocks opp attacks from enemies without special senses, works on multiple enemies and protects allies) or misty step are generally better. It's fine as something to have fun gambling with in fights where you're not in serious danger, especially at low levels where level 1 and 2 slots are more precious, but that's a fairly limited use. It's not a bad spell, but it's hard to justify a cantrip slot for it.
it is overall not thaat strong, I agree. I think it would be a lot better if you could do several attack rolls (like eldritch blast). Would get higher chance to succeeding and could even be used against several enemies.








