Electrify
1-level Enchantment
Range/Area: Self
Components: Verbal, Somatic
Duration: Instant
Attack/Save: Melee
Damage/Effect: Lightning
You channel lightning into your hands. The next time you hit a creature with a melee attack (including a melee spell attack) before the start of your next turn, the target takes
1d10 lightning damage and must make a Constitution saving throw. On a failed save, the target becomes stunned until the start of their next turn. The spell ends after dealing damage, or at the start of your next turn, whichever occurs first. For the duration of the spell,you can cast the spell's shocking grasp.
At higher levels: Deals an addtional 1d8 Lightning damage per level