Moonbeam

2nd level Evocation
Casting Time
1 Action
Range
120 Feet
Duration
Concentration, up to 1 minute
Components
V
S
M
Materials Required
Several seeds of any m oonseed plant and a piece of opalescent feldspar
Class
Druid

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 up to 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.

1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Damage Dice 2d10 3d10 4d10 5d10 6d10 7d10 8d10 9d10
Min Damage 2 3 4 5 6 7 8 9
Average Damage 11 16.5 22 27.5 33 38.5 44 49.5
Max Damage 20 30 40 50 60 70 80 90
Lvl Dice Min Avg Max
1st
2nd 2d10 2 11 20
3rd 3d10 3 16.5 30
4th 4d10 4 22 40
5th 5d10 5 27.5 50
6th 6d10 6 33 60
7th 7d10 7 38.5 70
8th 8d10 8 44 80
9th 9d10 9 49.5 90

Is Moonbeam Good?

Overall Rating: Green. This means that moonbeam is a good spell.

Overall Notes: The spell does decent damage and has a good AoE, but it is clunky to move around because it requires an action. Unless you can trap enemies inside the moonbeam and prevent them from leaving, most of the time this spell isn't worth it. The part where shapechangers make the save with disadvantage and revert to their normal form if they fail is extremely situational.