Investiture of Light (5e Spell)
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6th-level Transmutation | |
Casting time: | 1 action |
---|---|
Range: | Self |
Components: | V, S |
Duration: | Concentration, up to 10 minutes |
You wreathe yourself in shining, yellow-white light, casting bright light in a 60-ft. radius and dim light for an additional 30 ft. for the spell's duration. This light is sunlight. Until the spell ends, you gain the following benefits:
- You are immune to radiant damage and have resistance to psychic damage.
- Areas of magical darkness created by spells 6th level or lower within 60 ft. of you are dispelled. Creatures cannot activate effects that create areas of magical darkness while they are within 60 ft. of you.
- You can use your action to hurl a bolt of light that is 15 ft. long and 5 ft. wide extending from yourself in a direction you choose. Every creature in that area must make a Dexterity saving throw. Oozes and undead have disadvantage on this saving throw. A creature takes 4d6 radiant damage, or half as much on a successful one. A creature that fails its saving throw against this effect is blinded until the start of your next turn.
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