Illumination (5e Feat)
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Prerequisites: The ability to deal radiant damage with a racial trait, class feature or spell.
You can use the glow of your radiant power to additional effects. You gain the following benefits:
- Each time you deal radiant damage to an enemy, you can use your bonus action to make that enemy shed bright light for 10 feet and dim light for an additional 10 feet. The next attack made against that creature is made with advantage. This effect ends before the start of your next turn or when the enemy is hit.
- You can add your Charisma modifier to the damage of your cantrips that deal radiant damage.
- You learn the light cantrip. When you cast the cantrip, all creatures within a 20-foot radius must make a Dexterity saving throw or can't take reactions until the start of your next turn.