As a Moonbeam 5E: a silvery beam of pale light would shine down within a 5-foot radius, 40-foot-high cylinder centered on a point within a range. Until the end of this d&d 5e spell, dim light fills the cylinder.
Whenever a creature enters the spell’s area for the first time on a turn or else it starts its turn over there, it is actually engulfed in the ghostly flames which causes the searing pain, and also it should make a constitution saving throw. Anyhow it normally takes 2d10 radiant damage on a failed save, or half as much damage on a successful one.
In this d&d Moonbeam spell a shapechanger would make its saving throw with disadvantage. Suppose, if it fails, it also instantly reverts to its original form and even can not assume a different form until it leaves the spell’s light.
Actually, on each of your turns after you do cast this spell, you can use an action to move the beam 60 feet in any type of direction.
At Higher Levels:
Whenever you cast this Moonbeam dnd spell by using the spell slot of 3rd level or higher, actually the damage is increase by 1d10 for each slot level above 2nd.
Attributes Of DnD 5E Moonbeam
Casting Time | 1 action |
Classes | Druid |
Components | V S M |
Concentration | Yes |
Damage | 2d10 |
Damage Type | Radiant |
Duration | Up to 1 minute |
Higher Spell Slot Dice | 1 |
Higher Spell Slot Die | d10 |
Level | 2 |
Material | Several seeds of any moonseed plant and a piece of opalescent feldspar |
Name | Moonbeam |
Range | 120 feet |
School | Evocation |
Target | A 5-foot-radius, 40-foot-high cylinder centered on a point within range |