Spell Description
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.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1dl0 for each slot level above 2nd.
Moonbeam 5e Stats
- Range: 120 feet
- Components: V, S, M
- Material: Several seeds of any moonseed plant and a piece of opalescent feldspar.
- Duration: Up to 1 minute
- Concentration: true
- Casting Time: 1 action
- Level: 2
- Area of Effect: 5, cylinder
- Damage Type: Radiant
- School: Evocation
- Classes: Druid
- Subclasses: Lore
Before starting GameCows with his wife Kendra, he used to teach English Language Arts in the US. He combined his love of gaming with education to create fun game-based learning lessons until he eventually decided to run GameCows with Kendra full-time. He’s known for pouring over rulebooks in his spare time, being the rule master during game night, and as the perma DM in his DnD group. Bryan loves board games, writing, traveling, and above all his wife and partner in crime, Kendra.