Sunbeam
Level 6 · Evocation
- Concentration
- Damage
- Save
- AOE
Sunbeam is an evocation spell at level 6, sitting on the cleric, druid, sorcerer, and wizard lists. Cast time: Action. Range Self, components V/S/M, duration up to 1 minute. Material: a magnifying glass. Marked concentration. Effect: You launch a sunbeam in a 5-foot-wide, 60-foot-long Line.
Stat Block
- Level
- 6
- School
- Evocation
- Casting Time
- Action
- Range / Area
- Self
- Components
- V, S, M
- Duration
- up to 1 Minute
- Ritual
- No
- Concentration
- Yes
- Classes
- Cleric, Druid, Sorcerer, Wizard
- Material
- a magnifying glass
Description
You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded condition until the start of your next turn. On a successful save, it takes half as much damage only. Until the spell ends, you can take a Magic action to create a new Line of radiance. For the duration, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.
5e (2014) vs 2024 changes
This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.
Doungim Lore
School Fit
The Evocation tradition is the school of the visible spell. There is no subtle Cone of Cold; every Evocation cast is a public event. Sunbeam earns the school tag through the spell focuses magical energy into a visible, immediate effect. At level 6, a single cast of Sunbeam can be the most important action of the adventuring day.
Class Fit
- Cleric: Tempest, Tempest, and Light Domain Clerics get bonus damage spells; their identity shifts when Sunbeam is or isn't part of that pool. Note that Sunbeam requires concentration; switching to a second concentration spell ends it.
- Druid: At tier 2, Druids juggle Pass Without Trace, Conjure Animals, and Spike Growth for concentration; Sunbeam fits in if it doesn't compete. Keep in mind that Sunbeam ends the moment the caster takes concentration off it for any reason.
- Sorcerer: At tier 1 a Sorcerer's known-spell budget is brutal. Sunbeam earns its slot only if the build cannot win the next ten sessions without it. The concentration tag on Sunbeam means a single failed Constitution save can end the effect mid-encounter.
- Wizard: The Wizard's daily prep list is the class's flexibility lever — every long rest is a chance to reconsider what Sunbeam is doing on the sheet. Damage taken while concentrating on Sunbeam forces a Con save at DC 10 or half damage, whichever is higher.
Related Spells
Frequently Asked Questions about Sunbeam
- What level spell is Sunbeam?
- In D&D 5e, Sunbeam is classified as a level 6 spell of the Evocation school. Available classes: Cleric, Druid, Sorcerer, Wizard.
- How much damage does Sunbeam deal?
- Sunbeam deals 6d8 radiant damage as its base effect.
- What save does Sunbeam require?
- Targets of Sunbeam make a Constitution saving throw against the caster's spell save DC. On a success, the spell's effect is reduced or negated; see the description for exact terms.
- What is the range of Sunbeam?
- The range on Sunbeam is Self; no other creature can be the target.
- Is Sunbeam a concentration spell?
- Concentration is required for Sunbeam, with a maximum duration up to 1 minute. The concentration rules apply: one at a time, and Con saves on damage.
- What components and casting time does Sunbeam need?
- Note: the cast needs V, S, M. Beyond that — Material component: a magnifying glass.