Moonbeam
Moonbeam is a 2nd-level evocation spell that druids can learn.
SRD 5.1 (2014)
Moonbeam
- Level
- 2
- School
- evocation
- Casting
- an action
- Range
- 120 feet
- Components
- V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
- Area
- a 5-foot cylinder
- Damage
- 2d10 radiant, a Constitution save for half
- Lasts
- 1 minute
- Concentration
- yes
- Cast higher
- 1d10 more for every level above 2
- Classes
- Druid
A silvery beam of pale light shines down in a 5-foot--- radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light.
On each of your turns after you cast this spell, you can use an action to move the beam 60 feet in any direction.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.
SRD 5.2.1 (2024)
Moonbeam
- Level
- 2
- School
- evocation
- Casting
- an action
- Range
- 120 feet
- Components
- V, S, M (a moonseed leaf)
- Area
- a 5-foot cylinder
- Damage
- 2d10 radiant, a Constitution save for half
- Lasts
- 1 minute
- Concentration
- yes
- Cast higher
- 1d10 more for every level above 2
- Classes
- Druid
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high Cylinder centered on a point within range. Until the spell ends, Dim Light fills the Cylinder, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.
When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell’s area moves into its space and when it enters the spell’s area or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.
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