Radiant light fills a 30-foot-radius sphere centered on you. The sphere moves with you, and its area is bright light. When you cast the spell, you can designate any number of creatures you can see to be unaffected by it.
An affected creature that enters the spell’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. Undead and fiends make this save with disadvantage. On a failed save, the creature takes 4d8 radiant damage and is frightened of you until the start of its next turn. On a successful save, the creature takes half damage and isn’t frightened.
Additionally, creatures you designate gain the following benefits while in the area: - Temporary hit points equal to your spellcasting ability modifier at the start of each of their turns - Advantage on death saving throws
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
* - (holy water and powdered silver worth 25 gp, which the spell consumes)
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