Moonbeam
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.
At a Glance
How Moonbeam Works
| Casting Time | 1 action |
|---|---|
| Range | 120 feet |
| Components | V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) |
| Duration | Concentration, up to 1 minuteCONCENTRATION |
| Saving Throw | Constitution |
Available to:
Damage
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.
Common Mistakes
DM Tips
Sources & Further Reading
- Moonbeam — D&D 5e Wikidot — Full SRD text
- Moonbeam — Roll20 Compendium — Structured reference
- Moonbeam — D&D Beyond — Official digital reference