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Lance of Light in Dungeons & Dragons 5e

Metabot's Manual of Magical Maneuvers

Lance of Light

4-level Evocation

Casting Time 1 bonus action
Range Self
Duration Concentration, up to 1 minute
Components V, S

The next time you make a weapon attack during the spell's duration, the weapon's ammunition, or the weapon itself, transforms into a lance of dazzling brightness.
Make the attack as normal unless a melee weapon was transformed by this spell, in which as a part of the casting of this spell, you can choose to teleport to an unoccupied space you can see adjacent to a target within 60 feet, creating a beam of light between your original location and your destination that is 5 feet wide which disappears when the spell ends. On a hit, the target takes 4d8 radiant damage.
Regardless if you hit or miss, creatures within 20 feet of the target and are in the beam of light created by the spell (excluding yourself) must make a Constitution saving throw. On a failed save, a creature takes 2d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded.
A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success.
The spell then ends and the piece of ammunition or weapon then returns to its normal form.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage for both effects of the spell increases by 1d8 and the distance you can teleport increases by 60 feet for each slot level above 4th.

Class(es): Cleric, Paladin, Warlock

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