Light 5e

Light is a cantrip that makes an object you touch shed bright light in a 20-foot radius and dim light for another 20 feet, for 1 hour. It needs no concentration, and you can pick its color. Cover the object with something opaque to block the glow. Casting it again ends the previous one.

Light at a glance

LevelCantrip evocation
Casting time1 action
RangeTouch
ComponentsV, M (a firefly or phosphorescent moss)
Duration1 hour
ClassesBard, Cleric, Sorcerer, Wizard
ResolutionAutomatic; no attack roll or saving throw (2014: Dex save if the object is held by a hostile creature)

How Light works

How it works: Touch an object and it glows like a strong torch: bright light out to 20 feet and dim light for a further 20 feet. It lasts an hour with no concentration, so it never competes with your real spells. Only one Light from you exists at a time.

Better than a torch: A torch gives the same 20/20 light but burns your hand slot. Cast Light on a shield, a helmet or the tip of a spear and the fighter keeps both hands free. In the 2024 rules the object must be Large or smaller and not worn or carried by someone else, so cast it on your own gear or a loose object.

Darkness and stealth: Light is a beacon. Anything with eyes sees you coming, while the party member without darkvision finally gets to read the map. The trick many groups use: cast it on a pebble, then shove it into a pouch to go dark and pull it out to light the room. Opaque cover blocks the light completely.

Blinding enemies (2014 only): The 2014 version let you target an object held or worn by a hostile creature, which got a Dexterity save to avoid it. Lighting up a sneaking enemy's cloak was a classic trick. The 2024 version drops that option. If you want to reveal a hidden or invisible foe in 2024, look at Starry Wisp.

Light: 2014 vs 2024 rules

2014 PHB2024 PHB
TargetAn object no larger than 10 feet in any dimensionA Large or smaller object not worn or carried by someone else
Hostile-held objectsAllowed; Dex save to avoidNot allowed
Light20 ft bright + 20 ft dim20 ft bright + 20 ft dim
Ending itCast it again or dismiss it as an actionCast it again
Duration1 hour, no concentration1 hour, no concentration

Light FAQ

How far does the Light cantrip reach?

The object sheds bright light in a 20-foot radius and dim light for an additional 20 feet, 40 feet in total.

Does Light need concentration?

No. It lasts 1 hour without concentration, so you can keep it up alongside any concentration spell.

Can you cast Light on an enemy's armor?

Only under the 2014 rules, where the creature makes a Dexterity save to avoid it. The 2024 version only targets objects that nobody else is wearing or carrying.

Is Light or Dancing Lights better?

Light, for most groups. It gives bright light, lasts an hour and needs no concentration. Dancing Lights is better when you need the light to move away from you.

Related

Other cantrips

Rules are summarised in our own words; monster stat blocks are reproduced from the SRD. This work includes material from the System Reference Document 5.2 ("SRD 5.2") by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License. Card icons by Lorc and Delapouite from game-icons.net, licensed under CC BY 3.0.

Wizards of the Coast LLC is the trademark holder for Dungeons & Dragons, Wizards of the Coast, and their respective logos worldwide.

Wizards of the Coast LLC does not support, endorse, approve, or have any affiliation with DnD Dice Roller. According to the Wizards of the Coast LLC's Fan Site Policy, DnD Dice Roller may use its trademarks and other intellectual property. Please visit Wizards of the Coast's website at www.wizards.com if you want additional information about the company, its trademarks, or other intellectual property.

Contains content from the System Reference Document 5.1 and 5.2 by Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 International License.