Guiding Bolt

A
Damage

Guiding Bolt is a Damage spell. Damage spells focus on dealing harm to enemies.

See all Damage spells →
spell that hurls radiant light to strike a foe and leave it easier to hit.

2024 Rules

Level & School
1st-level evocation
Casting Time
Action
Range
120 feet
Components
V, S
Duration
1 round
Classes
Cleric

You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.

2014 Rules

Level & School
1st-level evocation
Casting Time
Action
Range
120 feet
Components
V, S
Duration
1 round
Classes
Cleric

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

Using a Higher-Level Spell Slot. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Guiding Bolt 5.5e 2024 vs. 5e 2014 edition differences

Effectively the same spell. The 2024 version is reworded but functions identically.

Guiding Bolt popularity

Guiding Bolt is a commonly chosen level 1 spell. Choosing it adds an established option to your spellbook.

Spells similar to Guiding Bolt

  • Chromatic Orb 1st-level evocation

    It's a 1st-level, single-target offensive spell that uses an attack roll and scales when cast with a higher slot, making it mechanically close to this spell.

  • Witch Bolt 1st-level evocation

    It also involves a ranged spell attack against one creature and is chosen when a player wants focused, repeatable single-target damage.

  • Inflict Wounds 1st-level necromancy

    As a 1st-level cleric spell that deals strong, concentrated damage to one target, it fills a similar niche despite being touch-range.

  • Faerie Fire 1st-level evocation

    Although it doesn't deal damage directly, it creates the same tactical benefit by giving attackers an easier time hitting a marked group of targets.

  • Hunter's Mark 1st-level divination

    Players pick this to single out a target and boost damage against it over multiple turns, which is a similar tactical choice to marking a foe for follow-up attacks.