Quick Answer
Sunbeam is a 6th-level evocation spell for Druids, Sorcerers, and Wizards (Clerics get it too in 2024). A 5-foot-wide, 60-foot-long line of light shoots from you. Each creature in it makes a Constitution save, taking 6d8 radiant damage (average 27) and becoming blinded on a failure, or half damage on a success. While you concentrate, up to 1 minute, you can use your action on each later turn to fire a new line without spending another slot. In the 2014 rules, undead and oozes have disadvantage on the save.
Overview
Sunbeam is one slot that becomes a damage attack you can repeat for a whole fight. The first line comes with the casting. Every turn after that, your action fires another 6d8 line. Three turns of beams is 18d8 per creature hit, from one 6th-level slot.
It also carries a light. For the duration, a mote of radiance sheds bright light in a 30-foot radius and dim light for another 30 feet, and the spell says this light is sunlight. That matters against monsters with sunlight weaknesses: vampires, vampire spawn, shadows, wights, and Sunlight Sensitivity humanoids like drow and kobolds.
The costs are your action every turn, your concentration, and a 5-foot-wide area. A line only hits several creatures when they stand in a row, such as in a corridor, on a bridge, or charging at you.
Stat Block
| Property | Value |
|---|
| Level | 6 |
| School | Evocation |
| Casting Time | 1 action |
| Range | Self (60-foot line) |
| Components | V, S, M |
| Material | A magnifying glass. |
| Duration | Up to 1 minute |
| Concentration | Yes |
| Ritual | No |
| Save/Attack | CON |
| Classes | Druid, Sorcerer, Wizard |
When NOT to Use This
- •Enemies are spread out and you can't line up more than one.
- •Your allies stand between you and the enemy. The line hits each creature in it, friend or foe.
- •You expect to need your action for something else next turn. The value comes from repeating it.
- •The targets are oozes and you want the blindness. Most SRD oozes are immune to blinded or see with blindsight.
Spell Slot Efficiency
| Metric | Assessment |
|---|
| Slot Efficiency | Excellent if the fight lasts three or more rounds. |
| Action Economy | One action per line. Blindness on a failed save sets up your allies' attacks. |
| Opportunity Cost | Concentration and your action every turn. |
When worth the slot: Long fights against undead or lined-up enemies, especially in the dark.
When NOT worth the slot: A one-round fight. A single upcast Fireball at 6th level deals 11d6 (38.5) in a 20-foot radius.
Damage Over Time
Sunbeam has no "At Higher Levels" entry, so a higher slot adds nothing. Its damage comes from repetition. Assuming every line hits the same creature and it fails each save:
| Turns firing | Damage dice | Average |
|---|
| 1 (casting turn) | 6d8 | 27 |
| 2 | 12d8 | 54 |
| 3 | 18d8 | 81 |
| 5 | 30d8 | 135 |
Pro Tips
Tip #1: Aim down a corridor or at a charge.
Why it works: A 5-foot by 60-foot line catches every creature lined up in front of you. Creatures rushing at you through a hallway or across a bridge form that line for you.
This avoids the mistake of: Firing at one creature when two more were a step to the side.
Tip #2: Turn on the sunlight before the vampire fight.
Why it works: The mote's light is sunlight, out to 60 feet. A vampire that starts its turn in sunlight takes 20 radiant damage, and while in sunlight it has disadvantage on attack rolls and ability checks. This is true in both editions.
This avoids the mistake of: Treating Sunbeam as damage only.
Tip #3: Let your allies attack blinded targets.
Why it works: A blinded creature's attack rolls have disadvantage, and attack rolls against it have advantage. In the 2014 rules this lasts "until your next turn"; in 2024, until the start of your next turn. Every ally who acts in between gets advantage.
This avoids the mistake of: Firing the beam and moving on without telling the party.
Tip #4: Step to a new angle between beams.
Why it works: Each new line starts from you. Moving before your action lets you line up a different row of enemies each turn.
This avoids the mistake of: Firing the same line at the one creature left standing in it.
Common Mistakes to Avoid
Upcasting it
Why it's bad: There are no higher-level effects. A 7th-level slot buys nothing.
Do this instead: Cast it at 6th level every time.
Forgetting that allies in the line take damage
Why it's bad: The spell affects "each creature in the line." It doesn't let you choose.
Do this instead: Reposition first, or angle the line past your allies.
Expecting oozes to go blind
Why it's bad: In the 2014 SRD, the black pudding, ochre jelly, gray ooze, and gelatinous cube are all immune to blinded. In 2024, the gray ooze and gelatinous cube still are. The 2024 black pudding and ochre jelly aren't immune, but they have 60-foot blindsight, which lets them see within that range even while blinded.
Do this instead: Use it on oozes for the damage only.
Applying the undead disadvantage in 2024
Why it's bad: The 2024 text removed it. Only the 2014 version gives undead and oozes disadvantage on the save.
Do this instead: Check the edition. In 2024, a creature's own sunlight trait may still give it disadvantage (see Usage Tips).
Usage Tips
All examples assume an 11th-level caster with +5 in their casting ability: spell save DC 17 (8 + 4 proficiency + 5).
- •2014 vampire: Con save +4, and it has disadvantage as undead. It fails on 12 or lower, 60% per roll. With disadvantage it fails if either roll fails: 1 − 0.4² = 84%. It has 3 uses of Legendary Resistance per day, so expect it to burn those first. Radiant damage also stops its Regeneration at the start of its next turn.
- •2024 vampire: Con save +9 and no disadvantage. It fails on 7 or lower, 35%. The sunlight still deals 20 radiant at the start of its turns and gives it disadvantage on attacks while it's within 60 feet of you.
- •2014 vampire, killing blow: Misty Escape only works if the vampire isn't in sunlight. If it drops to 0 hit points inside your mote's light, it can't turn to mist and is destroyed. The 2024 vampire works the same way: Misty Escape uses Shape-Shift, and Shape-Shift doesn't work in sunlight.
- •Shadows: A shadow is vulnerable to radiant damage in both editions, so a failed save deals 54 on average. Its Sunlight Weakness gives it disadvantage on saves in sunlight (2014 wording: saving throws; 2024: D20 Tests). With Con +1 it fails on 15 or lower, 75%, or 1 − 0.25² ≈ 94% with disadvantage. A 2014 shadow has 16 HP and a 2024 shadow 27, so even a successful save (13, doubled to 26) kills the 2014 one.
- •Zombie lines: Zombies can't use Undead Fortitude against radiant damage, in either edition. A 2014 zombie (22 HP, Con +3) fails on 13 or lower, 65%, or about 88% with the 2014 undead disadvantage. A 2024 zombie has 15 HP and fails 65% of the time.
- •Read the blinded condition guide and the concentration rules. Roll the beam with the dice roller.
Rules Notes
- •The line is 5 feet wide and 60 feet long, starting from you. The text doesn't require it to be horizontal.
- •Each creature in the line makes a Constitution save. Failure: 6d8 radiant and blinded. Success: half damage and not blinded.
- •2014: undead and oozes have disadvantage on the save.
- •You can create a new line as your action on any later turn until the spell ends (a Magic action in 2024).
- •The mote sheds bright light in a 30-foot radius and dim light for another 30 feet. The spell calls this light sunlight.
- •The magnifying glass has no listed cost, so a component pouch or spellcasting focus can replace it.
Synergies
- •Rogues and martial allies: Advantage against blinded targets, and the target's own attacks have disadvantage.
- •Moonbeam: A 2nd-level radiant option for when you don't have a 6th-level slot. It also needs concentration, so you can't run both.
- •Darkness-dwelling undead: Vampires, shadows, and wights all have sunlight traits. The 2014 wight's Sunlight Sensitivity gives disadvantage on attack rolls and sight-based Perception checks; the 2024 version gives disadvantage on attack rolls and ability checks.
- •Drow and kobolds: Both 2014 stat blocks have Sunlight Sensitivity (disadvantage on attack rolls and sight-based Perception checks in sunlight). The 2024 SRD has no drow; its Kobold Warrior gets disadvantage on ability checks and attack rolls. Neither version touches saving throws, so the mote weakens their attacks but doesn't help the beam land.
Anti-Patterns
- •Upcasting for extra damage that doesn't exist.
- •Casting it, then using your action for something else every turn.
- •Firing through your own front line.
Tactical Modules
- •Vampire lair: Cast it on the first turn so the sunlight is up before the vampire's turn. Then beam it every turn while the party closes in.
- •Undead horde in a tunnel: Fire straight down the passage each turn. In 2014, every undead in it saves with disadvantage.
- •Blind the boss: Hit the enemy leader so your fighters get advantage until your next turn.
Countermeasures
- •Threat: Enemies spread out. Response: Move to line up two or more. Fallback: Fire at the biggest threat for 6d8 and blindness.
- •Threat: Your concentration breaks. Response: Stay at range; the line reaches 60 feet. Fallback: Switch to a single-cast spell such as Chain Lightning.
- •Threat: The target has Legendary Resistance. Response: Fire every turn so it spends those uses. Fallback: Blind its minions instead.
Sunbeam in the 2024 Rules
The 2024 Player's Handbook keeps Sunbeam as a 6th-level evocation spell with a concentration duration of up to 1 minute, 6d8 radiant damage in a 5-foot by 60-foot line, and a Constitution save. Clerics join Druids, Sorcerers, and Wizards on the class list.
Four details changed. Undead and oozes no longer have disadvantage on the save. Blindness lasts until the start of your next turn instead of "until your next turn." New lines take a Magic action. The mote of light shines above you instead of in your hand, and its light is still sunlight. A successful save still means half damage only, with no blindness.
Frequently Asked Questions
What does Sunbeam do in 5e?
It fires a 5-foot-wide, 60-foot-long line of light from you. Each creature in the line makes a Constitution save, taking 6d8 radiant damage and becoming blinded on a failure, or half damage on a success. You can fire a new line with your action each turn for up to 1 minute while concentrating.
How much damage does Sunbeam do?
6d8 radiant per line, average 27, or half on a successful save. Repeating it for three turns totals 18d8, average 81, against a creature that fails every save.
Does Sunbeam use a spell slot each turn?
No. You spend one 6th-level slot to cast it. Each new line after that costs your action but no slot, until your concentration ends or 1 minute passes.
Can you upcast Sunbeam?
You can cast it with a higher slot, but nothing improves. The spell has no higher-level effect in either edition.
Does Sunbeam count as sunlight for vampires?
Yes. The spell says the mote's light is sunlight. A vampire within that light takes 20 radiant damage at the start of its turn and has disadvantage on attack rolls and ability checks.
Does Sunbeam hit allies?
Yes. It affects each creature in the line, with no option to exclude anyone.
Do undead have disadvantage against Sunbeam?
In the 2014 rules, undead and oozes have disadvantage on the save. The 2024 version removed that line.
Can Clerics cast Sunbeam?
In the 2024 rules, yes. In the 2014 SRD, it's on the Druid, Sorcerer, and Wizard lists only.
Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)
Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.