Sun Strike (5e Spell)

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Sun Strike
2nd-level evocation
Casting time: 1 action
Range: 5 feet
Components: V, M (a melee weapon)
Duration: Instant

As part of the action used to cast this spell, you must make a melee weapon attack within this spell's range, otherwise the spell fails. If you hit, your weapon flares up with the light of the sun, empowering your attack. In addition to the attack's normal effects, a hit target takes 3d6 radiant damage.

A hit target must also succeed on a Constitution saving throw, or be blinded until the start of your next turn. Creatures with sensitivity to light, or vulnerability to radiant damage, have disadvantage on this saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d6 for each slot level above 2nd.

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