Some of the spells in Tasha’s Cauldron of Everything have been revised, including the green-flame blade and booming blade.
One of these spells is called “Lightning Lure Spell”
Although the update tweaked it much less than the blade spells did.
But before we start fooling around, let’s take a look.
Lightning Lure Spell Details
Type: Evocation Cantrip
Casting Time: One Action
Range: Self (15 ft.)
With this spell, you can create a lightning lasso or whip.
Lightning strikes a creature within 15 feet that you choose, requiring it to make a Strength saving throw.
If it doesn’t work, it can be yanked up to 10 feet in your direction.
You deal 1d8 lightning damage if it comes within 5 feet of you, increasing to 2d8 at level 5.
At levels 11 and 17, the damage rises once again.
Who Gets It?
Being a cantrip, the lightning lure is a rather simple skill to learn.
Artificer, Sorcerer, Warlock, and Wizard spellbooks all include lightning lure.
To no one’s surprise, Eldritch Knight fighters and Arcane Trickster rogues can cast lightning lure as well because it is on the wizard spell list.
Clerics of the Arcana Domain gain access to lightning lure through their first-level domain feature, the learning of two wizard cantrips.
This spell is available as a race-specific option for high elves.
Using their Magical Secrets ability, bards can learn the spell, albeit they are much more likely to focus on learning another spell.
Any character can learn a cantrip or two from a class that has a lightning lure in its spell list by taking the Magic Initiate or Artificer Initiate feats.
Lightning Lure Interactions
Like the green-flame blade and booming blade spells, the lightning lure was altered in Wizards of the Coast’s eratta papers in the lead-up to the release of Tasha’s Cauldron of Everything.
Thankfully, lightning lure hasn’t undergone many changes, so there aren’t many nuances to remember about how the spell works in conjunction with other elements.
If you have the War Caster feat, the lightning lure will still work.
War Caster allows you to use a spell instead of a melee attack when an opportunity attack is presented to you.
The spell must only affect the creature that initiated the chance attack, has a normal casting time of 1 action, and have a single target.
However, there is some ambiguity regarding what a range of Self (15 feet) implies for the feat, as the lightning lure can only injure one creature at a time, as per the feat’s requirements.
On Twitter, D&D’s chief rules designer Jeremy Crawford explained in greater detail how spells function.
Self (15 feet), in his view, designates you as the origin of the spell rather than its intended recipient.
Opportunity assaults occur at the precise moment a creature is about to leave your reach.
That is to say that instead of the standard range of 15 feet, you can cast a lightning lure on a monster that is within 5 feet of you.
Even though you won’t be able to pull the creature, it will still be within 5 feet of you and subject to lightning damage.
Twinned Spell Metamagic
Spell range was 15 feet before Tasha’s Cauldron of Everything was made available.
Recently though, it has expanded its Self (15 feet).
In order to utilize the Twinned Spell metamagic, a spell must have a range of “other,” and since this spell now (kind of) has a range of “self,” it cannot be used with this metamagic.
There’s plenty of room for debate on the propriety of this “self” spell’s name, but the bottom line is that, by the book, it can’t be used with that sort of metamagic.
How to Use It?
Lightning lure is pretty special.
Casters can choose from a limited number of spells that disperse their target.
Even fewer spells exist that draw a target closer to the caster.
With its narrow range, lightning lure is best employed by melee spellcasters to bring an opponent closer for a close combat encounter.
It’s best for Bladesinger wizards, Eldritch Knight fighters, and College of Valor bards (if they can get it).
The abilities of these classes allow them to use cantrips in conjunction with melee assaults.
As part of the Attack action, a Bladesinger can use their special Extra Attack to cast lightning lure, ensnare an opponent, and then strike again.
War Magic is a special ability available to Eldritch Knights, allowing them to cast the spell and then use their weapon as a bonus action.
Battle Magic is available to all bards of Valor, however in order to use lightning lure in this fashion, the spell must be mastered through the bard’s Magical Secrets.
Pulling Off The Ground
The spell’s effect is limited to drawing the target 10 feet in a straight line.
If you are 15 feet above the target, they will be dragged vertically upwards by 10 feet.
Depending on where you are and whether or not you have the ability to fly, you may find some novel applications here.
Theoretically, the spell could be used to pull someone down from a tree or wall if they attempted to climb it.
If you arrange things just right, you can draw someone standing on a higher platform diagonally down to your own level, or even just across empty space.
It’s possible to use this spell to bother mountain climbers or assassins mounting a castle wall from a safe distance thanks to your flying speed.
The additional lightning damage of a few d8s at that time is more of an insult after the fall damage.
A little DM discretion will be needed here.
Opportunity attacks occur when a hostile monster moves out of range of your normal attacks.
You can make an opportunity attack when an ally falls past you or away from you into vacant space if you have the War Caster feat and the DM is feeling generous.
So long as you have permission to use this spell and don’t mind causing a little lightning damage, you might use it to catch a friend who is falling and bring them back to safety.
Clerics of the Arcana Domain have access to the spell, but the Tempest Domain cleric usually sees the most value from it.
Since lightning lure also provides lightning damage, it can be used in conjunction with various abilities available to the Tempest cleric.
The lightning damage from the spell can be amplified to devastating levels with the help of Destructive Wrath.
It’s up to you whether or not you want to use this on a cantrip, but it’s there if you need it.
There are some novel applications for the spell Thunderbolt Strike.
The lightning lure will draw an enemy within 10 feet, while Thunderbolt Strike will drive it back by the same distance.
The creature would be yanked towards you and injured before being released back into its original location.
It’s nice to have something like this available.
Damage is dealt with by a number of area-of-effect spells whenever a creature enters the area for the first time that round.
You can reactivate area spells by dragging a creature that is already there and then pushing it back into the damage zone.
You should now be dealing the damage of lightning lure in addition to the damage dealt by abilities such as the wall of fire and blade barrier.
However, the lightning lure is restricted to use by sorcerers, wizards, warlocks, and artificers.
Although a cleric may be able to learn the spell due to racial traits, multiclassing, or achievements, this does not make it a cleric spell.
A DC is calculated based on your Charisma or Intelligence modifier at all times.
You should still consider learning the spell if you have a good score in one of those two statistics and the DC is high enough.
Clerics of the Arcana Domain who learn this spell can use the Wisdom skill to perform it, but they won’t get the bonus from Thunderbolt Strike.
Lightning lure is not something most warlocks who don’t sign the Pact of the Blade wish to take.
With the Grasp of Hadar invocation for eldritch blast, you can pull one creature you hit with the spell closer to you by 10 feet.
The only advantage of using lightning lure over eldritch blast is that it can be used against creatures within 5 feet without making an attack roll, which isn’t the best area to be employing lightning lure.
It’s a useful cantrip for combat warlocks who don’t want to learn eldritch blast and need a way to draw foes closer to themselves and their allies who use melee attacks.
This spell has applications for Armorer and Battle Smith artisans.
The Guardian Armorer doesn’t gain anything like the Eldritch Knight’s War Magic ability, but this spell could be useful for drawing an opponent closer.