V, S, M (Several seeds of any moonseed plant and a piece of opalescent feldspar)
Duration
Concentration, Up to 1 minute
School
Evocation
Level
2
Saving throw
Constitution
Damage type
Radiant
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 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.
Moonbeam damage by spell slot level
Spell slot level
Damage
Average
2nd
2d10 radiant
11
3rd
3d10 radiant
16.5
4th
4d10 radiant
22
5th
5d10 radiant
27.5
6th
6d10 radiant
33
7th
7d10 radiant
38.5
8th
8d10 radiant
44
9th
9d10 radiant
49.5
Averages are the dice’s expected total. A target that succeeds on its Constitution save takes half. Roll any row in the dice roller.
How Moonbeam plays
A 5-foot-radius, 40-foot-high column of pale light appears on a point within 120 feet and stays for up to a minute with concentration. A creature that enters it for the first time on a turn, or starts its turn in it, makes a Constitution save, taking 2d10 radiant damage on a failure, 11 on average, or half on a success.
The awkward part is timing. Casting it on an enemy’s space doesn’t damage it right away: it takes the damage when it starts its next turn there, and it can then walk out. Moving the beam up to 60 feet takes your action on later turns, which leaves you little else to do. Shapechangers make the save with disadvantage and, if they fail, revert to their true form and can’t change shape until they leave the light.
When to pick Moonbeam
Druids at 3rd level get one of the few sustained damage spells at 2nd level. Over a long fight against slow or stubborn enemies it adds up.
Pair it with forced movement. An ally who shoves or drags an enemy into the beam makes it enter on that turn and take the damage.
Werewolves and other shapechangers are its best targets. The disadvantage and forced reversion make a lycanthrope hunt much easier.
Not under the 2014 wording. It only triggers when a creature enters the area for the first time on a turn or starts its turn there. The 2024 version adds a save when the beam appears.
Does moving Moonbeam onto a creature damage it?
Tables split on the 2014 wording, since the creature didn’t move into the beam. The 2024 version settles it: a creature makes the save when the beam moves into its space.
Does moving Moonbeam take an action?
Yes. On each of your turns after casting it, you can use your action to move the beam up to 60 feet. The 2024 version calls this a Magic action.
What does Moonbeam do to shapechangers?
They make the save with disadvantage, and on a failure they revert to their original form and can’t change shape until they leave the light. That covers creatures with the shapechanger tag, like lycanthropes and doppelgangers, not a druid using Wild Shape.
How much damage does Moonbeam do when upcast?
One more d10 per slot level above 2nd: 3d10 at 3rd level, 4d10 at 4th.
Can Moonbeam hit flying creatures?
Yes, anything within the 40-foot-tall column. A creature flying higher than that is out of reach.
The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:
Same level, casting time, range, components, duration and dice; the text is reworded for the 2024 rules glossary.
Casting time
Action
Range
120 feet
Components
V, S, M (a moonseed leaf)
Duration
Concentration, up to 1 minute
School
Evocation
Level
2
Classes
Druid
Tags
concentration
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.
2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.