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Spirit Guardians

Conjuration
Level: 3rd-level
Casting Time: 1 action
Range: Self
Duration: Up to 10 minutes
Components: V, S, M
Materials: A holy symbol.

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Concentration

Spell Details

School: Conjuration
Level: 3
Ritual: No
Concentration: Yes
Classes: Cleric
S-Tier Exceptional concentration spell combining AOE damage, control, and mobility restriction in one package.

Player Guide

Position yourself centrally to maximize the 15-foot radius coverage and force enemies into difficult decisions about approaching you. The spell deals damage on entry and exit, so maneuver to funnel enemies through the AoE multiple times per round. Pair with positioning spells and ranged attacks to leverage your new defensive perimeter while staying mobile.

DM Tips

Clarify with players whether creatures trigger damage on both entry and exit, or only once per turn. Consider action economy: Spirit Guardians is a strong concentration spell that prevents casting other concentration spells, so players must commit fully to this strategy.