Spell Description

A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d10 radiant damage and is blinded until the end of your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Creatures with ‘sunlight sensitivity’ have disadvantage on this saving throw. 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. This light is sunlight.

While wielding this mote of light, you can use an action on subsequent turns to create another beam of light.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d10 for each slot level above 6th.

Sunbeam

6th level, primal (evocation)

Casting Time

1 action

Duration

1 minute (conentration)

Range

60 feet (line)

Components

V,S,M*

*this spell requires a shard of amber