Casting Time: 1 bonus action, which you take immediately after hitting a creature with a Melee weapon or an Unarmed Strike
                    
Range: Self                    
Components: V
                    
Duration: Concentration
                        
, up to 1 minute
                    
Damage Type: Radiant
                   
                  
                  
                  
                    The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it can't benefit from the Invisible condition.                  
                                      
                        
                        The damage increases by 1d6 for each spell slot level above 2.                    
                    
                        Verbal Component: 
                        Lucet Ferrum                    
                        
                            Verbal Component (Alternative): 
                            Luminous edge, with a holy command; Imbue my weapon, with a radiant brand.                        
Class: Paladin
Tags: Damage
Source: Player's Handbook (2024) (page 316)                  
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                            Spell FAQs
                                
                                    
                                    
                                    
                                
                                
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                            Other Planes and Effects
                            Below is information about this spell as it relates to other planes and area of effects (i.e. underwater). Some of the information is pulled official D&D sources (such as books and the twitter feeds of D&D officials), but other information is derived from forums and online discussions. As always, it is up to the DM to decide how they wish to handle spell effects.
                             
                                                        
                            
Underwater - Verbal Component
                            Official rules have been verified by Jeremy Crawford - "No rule prohibits verbal components from working underwater. Keep in mind that if you're talking, you're not holding your breath." Hence, while submerged underwater and holding its breath, a creature can cast a spell that requires a verbal component. After casting the spell, if the creature can't breathe underwater, it immediately runs out of breath. The creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round).