Moonbeam 5E Spell

Hello magic casters of all shapes and sizes! Welcome to my spellbook and thank you so much for checking in to the 55th episode of our 2nd level spell series. Today we have a great spell in store for all of you today and i just love the flavor behind it as well. It’s probably the coolest spell we’ve covered so far. Today we’re gonna be taking a look at dnd 5e moonbeam spell.

This spell is found exclusively on the druid spell list and it is found in the players handbook. You know i’ve said it once, i’ve said it before, i’ve said it a million times the druid spell list has some of the most flavorful spells in the game. Mechanically are they all the best debatable. But are they cool as hell oh heck yeah they are. Now without further ado let’s check out their mechanics and see if you can pick up what i’m laying down here.


The effect at a glance is as followed: Shape changers have disadvantage on the save. On a failed they revert to their original form. You can use an action to move the beam 60ft in any direction.

  • Damage: 2D10 (+1d10 per slot level above 2nd)
  • Casting Time: 1 Action
  • Range: 120ft (5ftx40ft cylinder)
  • Duration: 1 minute (concentration)
  • Components: Somatic, Material and Verbal
  • Save: Con (Success = 1/2 damage)
  • School: Evocation
  • Damage Type: Radiant

So your damage is 2d10+an additional d10 per slot level above 2nd. The cast time is one action, the range is 120 feet and in terms of the actual area of effect is it’s 5 foot wide above 40-foot tall cylinder which is pretty impressive. The duration is one minute and it is a concentration spell.

The components are the holy trinity so somatic, material and verbal. If you’re curious about that material component it is a several seeds of any moon seed plant and a piece of opulent feldspar which is a hard rock. It’s pretty cool. In any case the save is a constitution and on a success the creature takes half damage.

The school’s evocation and the damage type is radiant. Which is awesome just because they haven’t really covered a lot of radiant spells. Now that we’re done looking at the mechanics let’s take a look at the full description here as he can get part of the reason why i think the spell is so gosh darn cool.


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.

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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.

Needless to say just wow! pretty cool. Once again damage potential not necessarily the best spell we’ve covered but that being said this is certainly one of the coolest. In any case let’s take a quick look at some alternative uses here.

Alternative Uses

So some of the best ones i was able to think was using this as a part of a plan this will make a great signal and it would also help steer large groups of people in the right direction. I think that’d be great use for it. Outside of that you could use it for the reverse. You could use it to just follow one person providing a great indicator of where they’re located how fast they’re moving while still being able to deal damage to them.

Naturally you’d probably need something like a familiar or some other way of keeping tabs on them or really great eyesight and a high vantage point would work as well but you’d need a way to keep track of them.

The reason being you want to keep it centered on them right! and the spell itself doesn’t actually give you any indication as to whether or not it’s doing damage on it’s own. You could alternatively use it on someone who’s running away from you who’s already badly hurt.

The reason this works really well is freaks action he can move at 60 ft which is pretty incredible so if they move their full movement and did a bonus action dash that would still be bout 60-feet for most humanoids so you can keep pace with a person who’s burning their actions and dash which is pretty dang cool. Actually i really like it. It’s a great control spell for sure. Fantastic control spell.

Attributes Of DnD 5E Moonbeam

Casting Time1 action
ComponentsV S M
Damage TypeRadiant
DurationUp to 1 minute
Higher Spell Slot Dice1
Higher Spell Slot Died10
MaterialSeveral seeds of any moonseed plant and a piece of opalescent feldspar
Range120 feet
TargetA 5-foot-radius, 40-foot-high cylinder centered on a point within range

That being said! if you have any ideas, alternative uses, thoughts, comments, concerns please put them down beneath in the comment section i really do appreciate it. I hope you all have a great day and as always happy casting.

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