MOONBEAM | A Second Level Orbital Laser - Spell A Day D&D 5E +1

preview_player
Показать описание
Alrighty day 236! Today is Moonbeam. When looking up lasers, that clip got a chuckle out of me. While moonbeam itself isn't immediately the most devastating damage wise, being at second level, it's got some perks going through it. In particular an interesting quirk with werewolves (lycanthropes), Changelings (shapechangers), and possibly wildshape and polymorph.

Classes Available:
PHB: Druid

What is the best case scenario for moonbeam?
Рекомендации по теме
Комментарии
Автор

Druid gaining the ability to cast second level spells: Particle Uplink Cannon Unlocked

Druid casting Moonbeam: Particle Cannon Activated

RandomGuy
Автор

Important to note, unlike flaming sphere, moon beam triggers at the start of the turn AND if they move into it.

Moon beam can be triggered twice per round. and the damage is nice.

It is actually a good combat control hazard spell.

mr.mustache
Автор

RAW and RAI: shapechanger is a tag on monsters and race, succubus and lycanthropes have it. the changling race has it. polymorph and wildshape do not even mention granting the shapechanger tag so are safe.

whytewolf
Автор

I've had an absolute blast using this spell on my goblin druid a while back. Severely softened up a dungeon infested with gnolls for my party to clean up by casting moon beam and turning into a giant spider - And then use my bonus action and movement to scuttle around on the ceiling in stealth (Bonus action stealth, goblin racial, carries over into wildshape) and then action to move around the moon beam.

Those were some very confused gnolls who ran around and had a hard time spotting the spider on the ceiling.. And after a bit, the party would come rushing in to clean them up! Bonus points if your allies shove enemies into the moonbeam to let them taste the light twice!

BM-zizu
Автор

3/10 is a very low score for this spell, IMO. While I agree that the damage is pretty anemic, especially compared to other 2nd level spells (Scorching Ray can do 6d6!), it has some strong utility at 2nd level. For one thing, many low-level parties will have encounters with undead enemies. While a martial class can do great against skeletons and zombies, they really need that magical support against shadows and the like - and Moonbeam's radiant damage is unique at 2nd level, and can quickly clear and efficiently clear a battlefield of radiant-vulnerable spectral undead. (Additionally, Druids' limited offensive spell options don't really offer great competition at 2nd level in general; unless you're a Wildfire Druid, Flaming Sphere is your best alternative here.)

Another point here is that while yes action economy is important, spell-slot economy is also important, especially at lower levels when you may only have 2-3 second level spell slots for the whole adventuring day. If you're in a campaign where you're likely to have to fight multiple groups of enemies without rest, getting the most bang for the spell slot spent can be pretty important. Being able to drag this Moonbeam around a battlefield for a full minute means you could get some significant potential out of the single slot, even at low level. (Or you can just use it as area denial, leaving a Moonbeam in a choke point so that anyone who goes through it has to save or suck.)

Also, the 5-foot radius: does that mean you could hit adjacent enemies? Or am I interpreting this wrong?

adjsmith
Автор

Pairs really well with Spiritual Weapon. Action: Move Moonbeam, Bonus Action: Spiritual Weapon attack

RulerMyriam
Автор

My ancients paladin loves this spell, also almost every druid I've played or played with has used this spell to great effect. One time our druid blocked a doorway with this and we just took potshots at a boss for 3 rounds before he lost patience and ran through it. Found out he was a shapechanger of some king and was in hiding.

shadow_wulf
Автор

Moonbeam increases in value when you and your party have forced movement options. Push enemies into the beam makes them take the damage multiple times per round

also 5ft radius means it essentially covers 4 squares. So you can target multiple creatures.

Apfeljunge
Автор

3/10 for utility
10/10 for putting the fear of god in a person.

oom-
Автор

...So, let's talk relativity. Every time a creature enters its space on a turn. What's the difference between them moving through the area and the area moving through them? As far as some dude called Bert is concerned, and by extension most of physics, there isn't one: 60foot long laser beam dragged across the battlefield. It's also an AoE small enough to not catch too many allies, and fast enough to catch dexterity combatants with a con save.

stormallen
Автор

Vampires in bat or mist form counts as a Shapechanger I believe.

shadowmyst
Автор

We used this spell in a wizard's tower to sweep the room for mimics.

ilonafleischer
Автор

only monsters with the shapechanger trait are shapechanger. thus you can only benefit from the extra effectivness of the moonbeam if you fight rare and specific monsters

fred-lol
Автор

Can cast this, then wild shape, then fly around moving moon beams onto enemies. Also lets you cast spells with your bonus action. Area control and more damage than cantrips.

milo
Автор

Twilight clerics can stack this and spiritual weapon for some really interesting fights

trevonhood
Автор

When the creature enters the areas space for the first time on a turn or starts its turn there. You have 60 ft of movement speed today to paint the battlefield with a scorch and then leave it on your main target. Just make sure you're not paint it across your allies.

RobKinneySouthpaw
Автор

Actually this is a really team combo move spell. If you have someone that can push effectively then shove them back into to area.
You cast this make sure to have it in front of your melee buddy. At the start of their turn they take damage, then if the want to move out of it the have to stay close to your melee buddy, the donut of invulnerability, or the leave the area provoking an opportunity attack.
Now you’re buddy can chase them down and shove them back into the Moonbeam or they have the Sentinel Feat and they don’t move.
Move the beam off then back on them. They take damage that time and then again when they start to turn in the beam.

targetdreamer
Автор

An important part of this spell is that it is a druid exclusive. So this spell is meant to be comboed (how do you say this in text? xD) with wildshape. At the lvl you get it the only other option you have to increase the damage while wildshaped is spike growth which can be countered by fast movement speed.
So the fact you can move this spell is strong. As it is similar to the wall spells which can hinder an enemy.
Also the spell gives me BotW vibes with the master sword.
Flavor is good, niche is there, Con-Save sucks.
3/10 sounds good. Thought it was better.
Anyway
Have a nice day
AEther

aetherwolf
Автор

algorithm comment
lessgooo moonbeam jo

for me its a 6 / 10
its even better with the right party/set up but still a good use of ones action
tho if i have the choice id rather cast call lightning since its more percise at targeting things and doesnt care if the targets are more then 60 ft apart
in places where call lightning can not be summond moonbeam might shine brighter
also forced movement is a big plus
and you dont have to see where it goes or you drop it so you can stay safe behind cover

gongolongo
Автор

think you maybe able to spam the heck out of this spell do to wording.
"When a creature enters the spell’s area for the first time on a turn or starts its turn there, "
key part is "First time on a turn". So if it gets knock out of the beam then back in it in the next turn. The next turn it will burn. All so you can have this be on a walls. So you could have a 40 foot long wall of pain. Then you may be able to stack 2 of them if you have other druids on your team. 4d10 of damage.

blackgriffinxx
welcome to shbcf.ru