Game Guides

Moonbeam 5E Guide

Moonbeam 5E guide: cylinder radiant damage, shapechanger reveals, bonus-action moves, and how it compares to Spirit Guardians.

Edition note: This guide targets 2014 5E (legacy PHB-style rules). If your table uses the 2024 Player's Handbook, confirm wording, class lists, and any renamed features before locking a build.

Moonbeam drops a silvery cylinder of light that burns creatures who enter or start their turn inside — and it’s infamous for forcing shapechangers toward their true form.

This Moonbeam 5E guide covers placement, moving the beam, and when other concentration spells win.

Spell Level: 2nd
Spell Type: Evocation
Casting Time: 1 Action
Range: 120 feet
Component Requirements: Verbal, Somatic, Material (several seeds of any moonseed plant and a piece of opalescent feldspar)
Duration: Concentration, up to 1 minute
Class: Druid
Area: 5-foot-radius, 40-foot-high cylinder
At Higher Levels: +1d10 radiant damage per slot level above 2nd

How does Moonbeam work?

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. It must make a Constitution saving throw, taking radiant damage on a failure (half on success).

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 the spell, you can use a bonus action to move the beam up to 60 feet in any direction.

Best uses

  • Punish enemies who must hold a doorway
  • Hunt lycanthropes and other shapechangers
  • Pair with forced movement so foes re-enter the cylinder

Moonbeam vs Spirit Guardians

Spell Level Shape
Moonbeam 2nd Movable cylinder at range
Spirit Guardians 3rd Aura centered on you

Moonbeam is the sniper lamp. Spirit Guardians is the walking blender for clerics.

Frequently Asked Questions

Does it damage allies?

Yes if they enter or start in the beam — place carefully.

Can I stack it with Faerie Fire?

Different concentration casters can; same caster can’t maintain both.

Is it worth preparing every day?

On undead / shapechanger heavy days, yes. Otherwise Spike Growth or Pass Without Trace may win more sessions.