Radiant Spells
Spellcasters in 5e often have a general difficulty with keeping damage type harmony across their spell selections, which many players find an enjoyable thematic. Here is a list of Radiant damage spells that escape the realms of Divine magic.
Rapid Flare
Level 1 Evocation (Cleric, Wizard)
Casting Time: Bonus Action
Range: Self (10-foot emanation)
Components: V, S
Duration: Instantaneous
You rapidly flare light around you, forcing each creature in a 10-foot Emanation to succeed a Constitution saving throw or become Blinded until the start of your next turn
Creatures within Bright Light gain Advantage on their saving throw to resist this effect.
Dazzle
Level 2 Enchantment (Sorcerer, Wizard)
Casting Time: Action
Range: 90 feet
Components: V, S, M (a prism)
Duration: Instantaneous
You create numerous beams of light that condense and fire at a creature you can see within range. Make a ranged spell attack against the target. On a hit they take 3d10 Radiant damage and Creatures that rely on sight to see suffer Disadvantage on attack rolls until the start of your next turn.
Light Well
Level 4 Evocation (Sorcerer, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You create a 10-foot-radius Sphere of ardent golden light centered on a point within range. Each creature within the Sphere must make a Constitution saving throw, taking 5d10 Radiant damage on a failed save and Blinding them until the end of your next turn. On a successful save they take half as much damage only.
Creatures that are Blinded have Advantage on this saving throw.
Using a Higher-Level Spell Slot. The damage increases by 1d10 for each spell slot level above 4.
Shining Soul
Level 6, Evocation (Cleric)
Casting Time: Action
Range: 30 feet
Components: V, S, M (a blessed gemstone worth 500+ GP, which the spell consumes)
Duration: Instantaneous
You attempt to cleanse a creature’s soul of malignance. One creature you can see within range must succeed a Charisma saving throw or take 10d8+20 Radiant damage. Good creatures make this saving throw with Advantage.
If an Evil Humanoid is reduced to zero Hit Points by this spell, they instantly reincarnate in a random harmless location on the plane that you are on, losing their memories and using a commoner’s stat block. Their alignment is changed to Good. Only the Wish or a form of Divine Intervention can reverse this effect.
Sun Staff
Level 6, Evocation (Cleric, Wizard)
Casting Time: Bonus Action
Range: Self
Components: V, S, M (a blessed gemstone worth 500+ GP, which the spell consumes)
Duration: Concentration, up to 1 minute
You summon a staff of light for the duration. It acts as a +2 magical quarterstaff which deals an extra 1d6 Radiant damage to any target it hits. Whilst holding the staff, you gain a +2 bonus to your AC. This spell ends early if you are disarmed or otherwise stop wielding the staff.
You may replace one attack you make with this staff each turn with one of the following options:
Extend. Each creature in a 60 foot line originating from you must succeed a Dexterity saving throw or take 4d8+2 radiant damage.
Spin. Each creature within 10 feet of you must succeed a Strength saving throw or take 2d8+2 radiant damage and are moved 10 feet directly away from you.
Cosmic Pillar
Level 9 Conjuration (Sorcerer, Wizard)
Casting Time: Action
Range: 1 mile
Components: V, S, M (any gemstone worth 5,000+ GP)
Duration: Concentration, up to 1 minute
For the duration you summon a pillar of brilliant light that delivers pure destruction. The light is a 1-mile-high, 50-foot-radius Cylinder that appears at a point you can see within range and moves towards another point you can see, moving 30 foot in that direction at the start of each of your turns. When it reaches that point it remains stationary until the spell ends.
Each creature and object in the cylinder makes a Constitution saving throw, taking 10d10 Radiant damage on a failed save or half as much on a successful one. A creature must also make this save when the Cylinder moves into its space and when it enters the Cylinder or ends its turn there. A creature makes this save once per turn.
