Moonbeam
2nd-level evocation · 2d10 Radiant damage, average 11
11 average Radiant damage · 2–20
Roll Moonbeam
Press a roll button. The dice land here.
Spell details
- Level
- 2nd-level
- School
- Evocation
- Casting time
- Action
- Range
- 120 feet
- Components
- V, S, M (a moonseed leaf)
- Duration
- Concentration, up to 1 minute
- Classes
- Druid
- Save
- Constitution (half on success)
Moonbeam damage by level
| Cast at | Dice | Average | Range | On a save |
|---|---|---|---|---|
| 2nd slot | 11 | 2–20 | 5.3 | |
| 3rd slot | 16.5 | 3–30 | 8 | |
| 4th slot | 22 | 4–40 | 10.8 | |
| 5th slot | 27.5 | 5–50 | 13.5 | |
| 6th slot | 33 | 6–60 | 16.3 | |
| 7th slot | 38.5 | 7–70 | 19 | |
| 8th slot | 44 | 8–80 | 21.8 | |
| 9th slot | 49.5 | 9–90 | 24.5 |
“On a save” is the average of half each roll, rounded down, as the rules do it.
The odds of 2d10
| Total | Chance |
|---|---|
| 7 or more | 85% |
| 11 or more | 55% |
| 16 or more | 15% |
| 18 or more | 6% |
Moonbeam against other 2nd-level damage spells
By average damage on one target, Moonbeam ranks 4th of 11 2nd-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.
| Spell | Dice | Average |
|---|---|---|
| Scorching Ray | 6d6 | 21 |
| Mind Spike | 3d8 | 13.5 |
| Shatter | 3d8 | 13.5 |
| Moonbeam | 2d10 | 11 |
| Acid Arrow | 4d4 | 10 |
| Heat Metal | 2d8 | 9 |
| Phantasmal Force | 2d8 | 9 |
| Flaming Sphere | 2d6 | 7 |
| Shining Smite | 2d6 | 7 |
| Spike Growth | 2d4 | 5 |
| Web | 2d4 | 5 |
Rules text
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 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.
At higher levels. The damage increases by for each spell slot level above 2.
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.