Moonbeam

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.

At a Glance

Level
2nd
School
Evocation
Casting Time
1 action
Range
120 feet
Duration
Concentration, up to 1 minute
Concentration
Yes

How Moonbeam Works

Casting Time1 action
Range120 feet
ComponentsV, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar)
DurationConcentration, up to 1 minuteCONCENTRATION
Saving ThrowConstitution

Available to:

Druid

Damage

2d10 radiant(Constitution)

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.

Common Mistakes

Common Mistake
Forgetting you can use a bonus action to move the beam 60 feet each turn
Common Mistake
Not realizing 'enters for the first time on a turn' means moving it onto creatures triggers damage
Common Mistake
Thinking creatures take damage when you first cast it - they must start their turn there or enter it

DM Tips

DM Tip
Extremely effective against shapechangers like werewolves and vampires in mist form
DM Tip
Moving the beam onto enemies on your turn is key to maximizing damage

Sources & Further Reading