Moonbeam

A
Damage

Moonbeam is a Damage spell. Damage spells focus on dealing harm to enemies.

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spell that bathes an area in silvery light, harming
multiple creatures

Moonbeam is a Multi Target spell. Multi Target spells have an area of effect or can explicitly target multiple allies or enemies.

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and forcing shapechangers into the open with shifting
battlefield control

Moonbeam is a Battlefield Shaping spell. Battlefield Shaping spells alter terrain, create obstacles, introduce hazards, and affect enemy positioning.

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. It also rewards
swift repositioning

Moonbeam is a Action Economy spell. Action Economy spells grant you more choices on future turns.

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as the beam can be moved each turn.

2024 Rules

Level & School
2nd-level evocation
Casting Time
Action
Range
120 feet
Components
V, S, M (a moonseed leaf)
Duration
Concentration, up to 1 minute
Classes
Druid

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

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 now forces a save when the cylinder appears, when it moves onto a creature, when a creature enters it, and when a creature ends its turn there, but only once per turn. Shapechangers no longer save with disadvantage; if they fail, they revert to true form and can’t shape-shift until they leave the cylinder.

Moonbeam popularity

Moonbeam is a commonly chosen level 2 spell. Choosing it adds an established option to your spellbook.

Spells similar to Moonbeam

  • Flaming Sphere 2nd-level conjuration

    Both create a persistent, movable area of damaging magical light/energy that you can reposition each turn to affect enemies over time.

  • Cloud of Daggers 2nd-level conjuration

    Each produces a small, concentrated area that deals ongoing damage to creatures that enter or end their turn inside it.

  • Call Lightning 3rd-level conjuration

    Both are druid spells that let you repeatedly call down damage onto a chosen area during a sustained concentration duration.

  • Spirit Guardians 3rd-level conjuration

    Each spell creates a lasting zone that harms multiple foes each round while you maintain concentration and shapes the battlefield.

  • Spike Growth 2nd-level transmutation

    Although nonmagical in flavor, it similarly creates a persistent area that punishes movement and controls enemy positioning while dealing damage.

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