Light

Evocation Cantrip
Casting Time: Action
Range: Self (5-foot emanation) or 10 feet
Components: VS
Duration: Instantaneous or 1 hour (see below)

Target. Each creature of your choice that you can see within 5 feet of you or one object you can see within range that is no larger than 10 feet in any dimension.
Flash. If you target creatures within 5 feet of you, they must make a Constitution saving throw. On a failure, a creature takes 1d6 radiant damage, and the target that rolled the lowest on a failed save is Blinded until the end of your next turn.
Illuminate. If you target an object, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. If the object is being held or worn by a hostile creature, the creature must succeed on a Dexterity saving throw to avoid the spell.
Special. The spell ends on an object if you cast it again or dismiss it as an Action.
Cantrip Progression. This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), 17th level (4d6), 23rd level (5d6), and 28th level (6d6). It also improves in certain ways when you reach higher levels.
  • 5th level: You can control the radius of the light down to a minimum of 5 feet, and can change the color and brightness of the light as a Bonus Action as long as it is within 300 feet of you.
  • 11th level: The range of the spell becomes 120 feet.
  • 17th level: You can camouflage the light shed by the object, rendering it visible only to creatures within its radius.
  • 23rd level: The spell no longer ends if you use it again.
  • 28th level: The spell lasts until dispelled or until you dismiss any number of lights as an Action.

Source: Multiple

Changelog