Sunbeam D&D 5th Edition 6th Level Spell Guide

Sunbeam


  • Level: 6
  • Casting time: 1 Action
  • Range: Self (60-foot line)
  • Components: V, S, M
  • Duration: Concentration, up to 1 minute
  • Ritual: No
  • Concentration: Yes
  • Save: Con Save
  • Damage: Radiant
  • Spells: Druid, Sorcerer, Wizard
  • Source: Players Handbook, Page No, 279

SPELLS OBJECT

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-line.
Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. 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.

You can create a new line of radiance as your action on any turn until the spell ends.

For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.

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