Moonbeam
2024 Rules
- Level & School
- 2nd-level evocation
- Casting Time
- Action
- Range
- 120 feet
- Components
- V, S, M (a moonseed leaf)
- Duration
- Concentration, 1 minute
- Classes
- Druid
- Source
- Player's Handbook (2024)
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, and you can take a Magic action on later turns to move the Cylinder up to 60 feet.
When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if the creature is shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can't shape-shift until it leaves the Cylinder. On a successful save, a creature takes half as much damage only. A creature also makes this save when the spell's area moves into its space and when it enters the spell's area or ends its turn there. A creature makes this save only once per turn.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 2.
2014 Rules
- Level & School
- 2nd-level evocation
- Casting Time
- Action
- Range
- 120 feet
- Components
- V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
- Duration
- Concentration, 1 minute
- Classes
- Druid
- Source
- Player's Handbook (2014)
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.
Using a Higher-Level Spell Slot. 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.
Moonbeam 5.5e 2024 vs. 5e 2014 edition differences
Moonbeam popularity
How popular is Moonbeam? It is a commonly found spell in the game, and is chosen above nearly all other options when available. This spell is a widely sought-after option.
- #1 picked level 2 Druid spell
- Top 25% of all 5e spells
- Top 25% of all level 2 spells
Read about how this popularity data is calculated.
Spells similar to Moonbeam
Spirit Guardians 3rd-level conjuration
It similarly deals recurring area damage during a concentration spell and pressures enemies to avoid a hazardous zone.
Players prefer Moonbeam over Spirit Guardians
Call Lightning 3rd-level conjuration
Like Moonbeam, it is a druid concentration spell that repeatedly strikes creatures in a targeted area from long range.
Players prefer Moonbeam over Call Lightning
Spike Growth 2nd-level transmutation
Druids choose either spell to shape the battlefield with a persistent damaging area that punishes enemies for entering or moving through it.
Players prefer Moonbeam over Spike Growth
Flaming Sphere 2nd-level conjuration
Both are 2nd-level concentration spells that create a movable damaging area and reward keeping enemies inside it.
Players prefer Moonbeam over Flaming Sphere
Dawn 5th-level evocation
Both are concentration-based radiant effects that can be repositioned and damage multiple creatures over successive turns.
Players prefer Moonbeam over Dawn
Sickening Radiance 4th-level evocation
This also uses sustained radiant damage across a battlefield zone, forcing creatures to risk repeated saves while remaining nearby.
Players prefer Moonbeam over Sickening Radiance