Moonbeam
- 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.