Moonbeam
EvocationA 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 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.
Spell Details
Player Guide
Position the beam to control enemy movement and create contested zones—enemies must choose between taking damage or avoiding the area entirely. The spell excels against nocturnal creatures and shapechangers, making it invaluable in specific encounters. Maintain concentration and reposition the beam each turn to maximize hits on grouped enemies or force difficult tactical decisions. Pair with other control spells to create overlapping denial zones that severely limit enemy mobility.
Spell Combos
DM Tips
Moonbeam is particularly devastating against undead, lycanthropes, and shapeshifters who take double damage. Use it to divide the battlefield and force enemies into unfavorable positioning, especially in outdoor encounters.