You shine with the grace of the positive planes, shedding bright light for 60 feet, and dim light for an additional 60 feet. This light dispels all darkness, including magical darkness. Until the spell ends :
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You are immune to radiant damage and have resistance to necrotic damage.
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Any creature that moves within 15 feet of you for the first time on a turn or ends its turn there makes a constitution saving throw. On a failure, they are blinded until the end of their next turn. Undead and slimes make this saving throw at disadvantage.
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You can use your action to create a 5 foot diameter beam of light, and shoot it up to 30 feet. Each creature in it's path makes a constitution saving throw. On a failure, they take 4d6 radiant damage and are blinded for 1 minute. On a success, the creature takes half damage and isn't blinded. Creatures blinded this way can repeat their saving throw at the end of their turn, ending the blindness on a success. Undead and slimes make all saving throws this way at disadvantage.
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