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Sunburst

Evocation
Level: 8th-level
Casting Time: 1 action
Range: 150 feet
Duration: Instantaneous
Components: V, S, M
Materials: Fire and a piece of sunstone.

Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw. A creature blinded by this spell makes another constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This spell dispels any darkness in its area that was created by a spell.

Spell Details

School: Evocation
Level: 8
Ritual: No
Concentration: No
Classes: Druid, Sorcerer, Wizard
A-Tier Exceptional single-target area control with high damage and blindness condition against most creatures, though limited by daylight immunity and save-based mechanics.

Player Guide

Position Sunburst to catch clusters of enemies while keeping allies outside the 60-foot radius or ensuring they have reliable saves. The blindness condition (on failed saves) is as valuable as the damage, crippling enemy accuracy and forcing them to use actions to remove it. Prioritize casting this against enemy casters and ranged attackers who suffer most from the blindness debuff. Use it as a finishing tool when enemies are grouped rather than on isolated targets, since the spell's value scales with enemy density.

DM Tips

Undead, constructs, and oozes often have resistances or immunities to radiant damage; adjust encounter composition accordingly. Remember that creatures gain advantage on the save if they're already blinded, and that sunburst's light doesn't interact with magical darkness—spell interactions can nerf this spell's effectiveness in certain dungeons.