Evocation level 6
STANDARD
Casting Time 1 action
Range Self (60-foot line)
Components V, S, M
Duration Concentration, up to 1 minute
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 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
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.
Components. A magnifying glass.
Spell Variants & Exotic Components – level 6
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Enhanced spell effects with exotic spell material components.
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SPELL VARIANT #1
Casting Time 1 action
Range Self (60-foot line)
Components V, S, M
Duration Concentration, up to 1 minute
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 100-foot-long line. Each creature in the line must make a Constitution saving throw (undead creature must make a Charisma saving throw). On a failed save, a creature takes 6d10 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends. 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.
At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the radiant damage increases by 2d10 for each slot leve1 above 7th.
Components. Sun Blade (not consumed), Holy Symbol worth 1,000 gp (not consumed).
SPELL VARIANT #2
Casting Time 1 action
Range Self (60-foot line)
Components V, S, M
Duration Concentration, up to 1 minute
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 100-foot-long line. Each undead in the line must make a Charisma saving throw. On a failed save, a creature takes 6d12 radiant damage and is blinded until your next turn. You can create a new line of radiance as your action on any turn until the spell ends. 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.
At Higher Levels. If you cast this spell using a spell slot of 7th level or higher, the radiant damage increases by 2d12 for each slot leve1 above 7th.
Components. Sun Blade (not consumed), Holy Symbol worth 1,000 gp (not consumed), Lawful Good alignment.
SPELL VARIANT #3
Casting Time 1 action
Range Self (60-foot line)
Components V, S, M
Duration Concentration, up to 1 minute
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 100-foot-long line. Each vampire in the line must make a Charisma saving throw. On a failed save, a creature takes 6d12+12 (due to the Vampire Weakness: Sunlight Hypersensitivity) radiant damage and is blinded until your next turn. You can create a new line of radiance as your action on any turn until the spell ends. 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. In addition, any vampire struck by the spell suffers disadvantage on attack rolls and ability checks until the end of your next turn. The spell consumes the Holy Symbol.
If the Holy Symbol is made of metal, it slowly melts during all the duration of the spell thus inflicting 1d4 fire damage per vampire hit die every round to the spellcaster (the molten metal can be used again to forge a new Holy Symbol). If the Holy Symbol is made of wood, it slowly burns during all the duration of the spell thus inflicting 1d4 fire damage per vampire hit die every round to the spellcaster.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the radiant damage increases by 2d12+2 for each slot leve1 above 7th.
Components. Sun Blade (not consumed), Holy Symbol worth 1,000 gp, Lawful Good alignment.