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By Elyeet (u/juanbabuchas)

Lightning Strikes Twice


end bolts of lightning through the body of
Lightning Spells

S
your enemies and shake their core with this
compendium of new lightning spells. This Cantrips
pack contains spells that represent the
violent shocks that lightning spells are
meant to give. Also, it includes tips for Electrifying Whip
customizing lightning spells, a new condition conjuration cantrip
and an optional rules, such as lightning on water. Casting Time: 1 action
Some of the spells are inspired by various games, Range: Self (10-foot radius)
shows and books. Along with their description, you will Components: S, M (a metal rod)
find the source for inspiration for such spells on the Duration: Instantaneous
compendium. Classes: Artificer, Sorcerer, Wizard
Customize your You gather energy on a metal rod (or your arcane focus)
to form a whip made of lightning. As a part of the same
Lightning action, you can make a melee spell attack against a
creature within 10 feet from you. On a hit, they take 1d8
Lightning can take a myriad of shapes and colors, lightning damage and at the start of their next turn, they
unique to each spell, caster or world. The most common take additional lightning damage equal to your
colors for lightning spells across works of fiction are spellcasting ability modifier.
blue, purple and yellow lightning. But you can At Higher Levels. The spell’s damage increases by
customize your spells to look completely unique. A 1d8 when you reach 5th level (2d8), 11th level (3d8),
wizard’s lightning bolt can look like a concentrated web and 17th level (4d8).
of white lightning tendrils, while a druid’s call lightning
can look like a yellow sphere that falls from the sky, Zap Bullet
extending into a complicated web of lightning on the evocation cantrip
ground. A table with some quick designs for lightning 1 action
you can choose is found below. Casting Time:
Range: 60 feet
Lightning Customization Components: V, S
Duration: Instantaneous
d6 Visual Representation Classes: Artificer, Druid, Sorcerer, Warlock, Wizard
1 A complicated web of blue lightning branches, looking
You concentrate bolts of lightning on the tip of your
refined and calculated
finger and shoot them onto a creature within range. You
2 Purple branches with a pure white core, elegant on standby
make a ranged spell attack against the creature for 1d8
and unhinged when freed
lightning damage. On a hit, the creature must make a
3 Spheres of yellow lightning that break on impact, uneven,
Constitution saving throw. On a failed save they can’t
just like nature
take reactions until the start of their next turn.
At Higher Levels. The spell’s damage increases by
4 Thick beams of pure white energy that fade on a blue hue,
simple but powerful
1d8 when you reach 5th level (2d8), 11th level (3d8),
5 Unstable white branches of lightning with thick black
outlines, dark and unnatural and 17th level (4d8).
6 Violent red lightning that fades into orange and yellow hues,
difficult to control
1st Level Spells
Lightning Spear Lightning Strike
1st-level conjuration, inspired by Elden Ring 1st-level evocation, inspired by Elden Ring
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Self (20-foot line)
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
Classes: Artificer, Cleric, Paladin, Sorcerer, Wizard Classes: Cleric, Paladin, Druid, Ranger
You summon a lightning spear in your hands and hurl it You shoot a bolt of lightning into the sky, followed by
at a creature. You make a ranged spell attack against small bolts of lightning that strike the ground on a 20
the creature for 2d8 lightning damage. On a hit, a feet long and 5 feet wide line starting 5 feet from you.
lightning bolt strikes at the point of impact. The All creatures standing on the area must make a
creature must make a Dexterity saving throw. On a Dexterity saving throw. On a failed save, they take 2d8
failed save they take 1d8 lightning damage and lose half lightning damage and lose half their movement speed
their movement speed until the start of your next turn. until the start of their next turn. On a success, they take
On a success, they avoid the effect of the strike. only half the damage rolled.
At Higher Levels. When you cast this spell using a Ath Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, you increase 1d8 spell slot of 2nd level or higher, the damage increases
lightning damage to one damage roll of this spell for by 1d8 for each slot level above 1st.
each slot level above 1st.
2nd Level Spells
Electrify weapon
2nd-level evocation
Casting Time: 1 bonus action
Range: Self
Components: V, S, M (a non-magical weapon worth at
least 1 sp)
Duration: Concentration, up to 1 minute
Classes: Artificer, Cleric, Paladin, Warlock
You pass your hand over a weapon you’re holding and
imbue it with the power of lightning. Sparks of
electricity emmanate from it, trying to escape it’s vessel.
The first time on your turn that you hit with the imbued
weapon, you deal an extra 1d8 lightning damage and
the target must make a Constitution saving throw. On a
failed save, the target becomes staggered until the start
of your next turn.
Electric
2nd-level evocation, inspired by Mushoku Tensei
Casting Time: 1 action
Range: Self (15-foot cone)
Components: S
Duration: Instantaneous
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Sparks of lightning form at the tip of your fingers. You
release the energy and electric beams cover a 15-foot
cone from your hand. All creatures on the area must
make a Dexterity saving throw. On a failed check, they
take 2d8 lightning damage and become staggered until
the start of your next turn. On a successful check, a
creature only takes half the damage rolled. A creature
wearing metal armor has disadvantage on the saving
throw.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, the damage increases by
1d8 for each slot level above 2nd.
Additional Condition
Staggered. A staggered creature can’t take reactions,
and their movement speed becomes 0. You can also
rule natural lightning or other electrifying accidents to
inflict this condition, using a Constitution saving
throw against a DC determined by the DM. A quick
table of DCs for natural staggerings that can last for 1
round can be found below.
Natural Staggering
Events DC
A zap from an exposed magical item, or lightning 5
conductor
A discharge of lightning energy not aimed at you 10
An indirect hit by a natural lightning strike 15
A lightning from a thunderstorm striked the position where 20
you were standing

LIGHTNING STRIKES TWICE 3


3rd Level Spells
Baleful Omen Electroweb
3rd-level evocation, inspired by Genshin Impact 3rd-level conjuration, inspired by Pokemon
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self (10-foot cone) Range: 60 feet
Components: V, S Components: S, M (a firefly)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Classes: Artificer, Cleric, Bard, Sorcerer, Wizard Classes: Artificer, Bard, Druid, Ranger
You unveil a shard of lightning from the Elemental You conjure a web of electricity and throw it to a point
Planes, creating a lightning slash on a 10-foot cone from within range. All creatures standing on a 20-foot radius
you. All creatures on the area must make a Dexterity sphere from the point of impact must make a Dexterity
saving throw for 1d8 lightning damage on a failed save, saving throw, and take 4d8 lightning damage on a failed
or half as much on a success. Afterwards, you select up save, or half as much on a success. While you mantain
to 4 creatures within 30 feet from you and an ominous concentration, the web remains on a 20-foot radius
eye made of lightning appears floating above their head. surface on the ground. When a creature starts their turn
While you mantain concentration, the first time a on the web, they must make a Constitution saving
creature with an ominous eye hits an attack on their throw. On a failed save, they become staggered for 1
turn, they deal an additional 1d8 lightning damage, as round. The web dissapears after a minute passes, if you
the eye flashes and condemns their target with a cast another Electroweb, or use your bonus action to
coordinated slash of lightning. dispel it.
At Higher Levels. When you cast this spell using a At Higher Levels. When you cast this spell using a
spell slot of 4th level or higher, the damage increases by spell slot of 4th level or higher, the damage increases by
1d8 for every two slot level above 3rd. 1d8 for every slot level above 3rd.
4 LIGHTNING STRIKES TWICE
4th Level Spells
Lightning Rush
4th-level transmutation, inspired by League of Legends
Casting Time: 1 action
Range: Touch (Self)
Components: S
Duration: 1 round
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
You morph your body into a lightning form. For one
round, your speed is doubled, movement doesn’t
provoke opportunity attacks and you can pass through
creatures. The first time you phase through a creature,
they must make a Constitution saving throw. On a failed
save, they take 4d8 lightning damage and become
staggered until the start of your next turn. On a success,
they take only half the damage rolled. If you’re inside a
creature when the spell ends, you appear 5 feet from it.
Slicing Maelstrom
4th-level evocation, inspired by League of Legends
Casting Time: 1 bonus action
Range: Self (30-foot radius)
Components: S
Duration: Concentration, up to 1 minute
Classes: Druid, Ranger, Sorcerer, Wizard
You summon a small storm that follows you on a 30-foot
radius sphere around you. When a creature starts their
turn on the area, you can choose for them to make a
Dexterity saving throw, as lightning strikes them. On a
failed save, they take 1d8 lightning damage and become
stunned until the start of their next turn. On a success,
they take only half the damage rolled and become
immune against becoming stunned by this spell for 1
minute.
5th Level Spells
Ball of Lightning
5th-level evocation
Casting Time: 1 action
Range: 100 feet
Components: V, S, M (a shard of silver)
Duration: Instantaneous
Classes: Druid, Ranger, Sorcerer, Wizard
You form a ball of lightning in your hands and release it
onto a point within range. All creatures on a 30-foot
radius sphere from the point of impact must make a
Dexterity saving throw. On a failed save, they take 6d8
lightning damage and become stunned until the start of
your next turn. On a success, they take only half the
damage rolled.
At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, the damage increases by
1d8 for each slot level above 5th.
LIGHTNING STRIKES TWICE 5
Overloaded Shock Lannseax’s Glaive
5th-level conjuration 6th-level conjuration, inspired by Elden Ring
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Self (60-foot cone)
Components: V, S Components: V, S, M (blood from a dragon)
Duration: Instantaneous Duration: Instantaneous
Classes: Druid, Ranger, Sorcerer, Wizard Classes: Cleric, Sorcerer, Wizard
You call a quick and potent ray of lightning to strike You float 10 feet above ground and conjure a glaive of
from the sky and land on the ground (you need to be lightning, attacking the ground and causing lightnings to
outdoors to cast this spell). Whenever the lightning strike on a 60-foot cone from you. All creatures standing
strikes, it divides into an intricate formation covering a on the area of the spell must make a Dexterity saving
30 feet radius surface before dissipating. All creatures throw and take 6d8+10 lightning damage on a failed
on this area must roll a Dexterity saving throw, with save, or half as much on a success. After the spell is
disadvantage if they’re within 15 feet from the center of cast, you fall back on the ground, ignoring fall damage.
the area. On a failed save, the creature receives 6d8 At Higher Levels. When you cast this spell using a
lightning damage and become staggered for 1 minute. spell slot of 7th level or higher, the damage increases by
On a success, they take only half the damage rolled. At 1d8 for each slot level above 6th.
the end of a staggered creature’s turn, they can make a
Constitution saving throw to end the condition early.
6th Level Spells
Fortissax’s Lightning Spear
6th-level conjuration, inspired by Elden Ring
Casting Time: 1 action
Range: Self (40-foot lines)
Components: V, S, M (blood from a dragon)
Duration: Instantaneous
Classes: Cleric, Sorcerer, Wizard
You float 10 feet above ground to conjure 2
spears of lightning, and throw them on the ground
below you. From each cardinal direction, a
40-foot long and 15-foot wide line of lightning
originates on the ground. All creatures
standing on the area must make a
Dexterity saving throw for each spear,
and take 3d8+5 lightning damage on a
failed save, or half as much on a
success. After the spell is cast, you
fall back on the ground, ignoring fall
damage.
At Higher Levels. When you cast this
spell using a spell slot of 7th level or
higher, the damage increases by
1d8 for each slot level above 6th.
Fun Facts and Useful Flavour
Both Fortissax’s Lightning Spear and Lansseax’s Glaive
where given to the player as a reward for defeating ancient
dragons. You may also link these spells to only be obtainable
by members of a dragon cult or as a reward when they defeat
a challenging dragons.
7th Level Spell
Cumulonimbus
7th-level transmutation, inspired by Mushoku Tensei
Casting Time: 1 round
Range: Self (300-foot radius)
Components: V, S
Duration: Concentration, up to 10 minute
Classes: Druid, Sorcerer, Wizard
To cast this spell, you must be outdoors and declare the
action at the start of your turn, forgoing your movement
and any other action until your next turn starts.
You channel the winds and energy from the sky to
form a thunderstorm. For 10 minutes, heavy rain and
winds start afflicting the weather in a 300-foot radius
from you. Additionally, while you mantain
concentration, you can use your action to call lightnings
on 3 points within the ground of the thunderstorm. All
creatures standing within 20 feet from the area of
impact must make a Dexterity saving throw. On a failed
save, they take 6d8 lightning damage and become
staggered until the start of your next turn. A creature
cannot take damage from multiple lightning strikes.
When you lose concentration of this spell, the
thunderstorm starts to slowly dissipate for the next
minute. If daylight still shines, a rainbow appears after
the storm calms, for a duration of 10 minutes.
At Higher Levels. When you cast this spell using a
spell slot of 8th level or higher, you call an additional
lightning for every slot level above 7th.
Fun Fact and Useful Flavour
The original incantation of this spell from the source books
was the following:
“Oh, spirits of the magnificent waters, I beseech the Prince
of Thunder! Grant me my wish, bless me with thy savagery,
and reveal to this insignificant servant a glimpse of thy
power! Let fear strike the heart of man as thy divine hammer
strikes its anvil and cover the land with water! Come, oh rain,
and wash everything away in thy flood of destruction –
Cumulonimbus!”.
8th Level Spell
True Teachings of the Dream
8th-level conjuration spell, inspired by Genshin Impact
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 minute
Classes: Sorcerer, Wizard
You seep into the dream of eternity and temporarily
transform your body into a bridge to the elemental
planes, drawing an blade of pure lightning from your
chest. When you cast this spell, you slice a 60-foot cone
in front of you. Creatures on the area must make a
Dexterity saving throw, and take 6d8+10 lightning
damage on a failed save, or half as much on a success.
For the duration of the spell you gain advantage on
Constitution saving throws to mantain concentration on
other spells.
When you attack with the lightning blade, you can use
your spellcasting ability for attack rolls. The blade has a
range of 5 feet and deals 4d8+10 lightning damage on a
hit. Also, you can use your action to temporarily
transform into lightning and ravage all creatures on a
30-foot radius sphere within 10 feet from you. Creatures
on the area must make a Dexterity saving throw. On a
failed save, they take 6d8+10 lightning damage on a
failed save, or half as much on a success. After the
attack ends, you become material and return to your
original position.
The first time a creature takes damage from the
lightning blade, they must make a Constitution saving
throw. On a failed save, they become stunned until the
start of your next turn. On a success, they aren’t stunned
and become immune to this effect for 24 hours.
When a creature is reduced to 0 hit points by result of
this spell, the creature and everything it is wearing and
carrying, except magic items, are pulverized, leaving
behind only a pile of dark dust. The creature can be
restored to life only by means of a True resurrection or
a Wish spell.
9th Level Spell
Lightning
9th-level transmutation, inspired by Mushoku Tensei
Casting Time: 1 round
Range: 1 mile
Components: V, S
Duration: Instantaneous
Classes: Druid, Sorcerer, Wizard
Focusing your mind, you shape the weather to create
and funnel thunderstorms on a 40-foot-radius sphere on
the sky within the range of the spell. On the next round,
a fully condensed storm unleashes it’s complete fury on
a 40-foot radius beam that razes everything until
reaching the ground. Each creature standing on the
area of the beam must make a Dexterity saving throw.
On a failed save, the creatures take 20d8+40 lightning
damage and becomes stunned. On a success, they only
take half the damage rolled. A stunned creature can
make a Constitution saving throw at the end of their
turns to try to regain composure. If they fail 3 times, the
creature becomes unconscious for 1 minute.
The spell destroys all medium or smaller objects that
aren’t being carried and deals half damage to
structures.
Every creature within a mile from the edge of the
beam must succeed a Constitution saving throw or
become deaf and blind for a turn. The caster is immune
to becoming deaf or blind by this spell.
Optional Rules Additional Content
Overloaded
Check out my other free homebrew!
inspired by Genshin Impact Spirit User
When a creature who is covered in flames (can be Channel spirit arts and form pacts with minor and major
simplified to: has taken fire damage since last round) spirits with this new D&D 5e Homebrew class, inspired by
takes lightning damage, the source overloads and
explodes on impact. The creature must additionally Re:Zero.

make a Strength saving throw or be pushed 15 feet Break the Ice


from the point of the impact. A compendium of ice spells, full of spells to freeze your
Water Conduit enemies.

When a spell that deals lightning damage hits a surface Turn the Tides
of water, it can propagate in various ways: A compendium of water spells, full of support and control

If the spell is a projectile, that targets only one spells.

creature, such as Zap Bullet, it explodes when it Primal Instinct


reaches the surface of the water, creating a 10-foot
radius sphere on the body of water. A compendium of nature spells, with a new damage type,

If the spell is on a line area, such as Lightning Bolt, spells and rules to harness primal energy.

the spell’s original trajectory ends, creating new Fragrance in Thaw


branches of lightning inside the water, on a 15-foot
cone in the spell’s direction. Balance your health and melt your oponents with this fighter

If the spell is a cone, creatures inside the body of archetype inspired by Hu Tao from Genshin Impact.
water have disadvantage against the saving throw.
If the spell has affects an area on a radius, such as
Ball of Lightning, the spell stops at the surface of the
water, and the radius inside the water increases by
half of it’s original distance.
Creatures standing inside the new area must make a
Constitution saving throw. On a failed save, they recieve
the effects of the original spell. On a success, they only
take half the damage done.
You may also rule that any creature covered in water
has disadvantage on saving throws against spells or
events that would make them staggered.
Art Credits
Page 1. Tome Seeker by JasonTN.
Page 2. ELDEN RING: All Incantations Showcase (Legendary
Incantations Trophy/Achievement) - Every Miracle, by
Garden of Eyes
Page 3. Mushoku Tensei Volume 14 Illustration ‘Rudeus
『Electric』’ Color, by @ddukae
Page 4. Raiden Shogun - Genshin Impact, by B o n z a i
Page 5. BETWEEN LIGHT AND SHADOWS, by Riot Games
Page 6. Lichdragon Fortissax (from Elden Ring), by FextraLife
Page 7. Dodenfell, by Ryan Bliss
Page 8. Raiden Shogun, by Zenthol
Page 9. Mushoku Tensei Volume 26 Preview Illustration
‘Rudeus Magic Armor’ Color, by @ddukae
Page stains. /u/flamableconcrete

I’ve also used some css from the Xanathar’s Guide to


Everything Template, by u/Kaiburr_Kath-Hound

10 LIGHTNING STRIKES TWICE

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