Spirit Guardians

  • Level & School
    3rd-level conjuration
  • Casting Time
    Action
  • Range
    Self
  • Components
    V, S, M (a prayer scroll)
  • Duration
    Concentration, up to 10 minutes
  • Classes
    Cleric

Protective spirits flit around you in a 15-foot Emanation 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 creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's space and whenever a creature enters the Emanation or ends its turn there, the creature 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. A creature makes this save only once per turn.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 3.

Spirit Guardians 5e 2024 vs. 2014 edition differences

The 2024 version clarifies that damage occurs when the Emanation enters or ends its turn there, and creatures make one Wisdom save per turn, not per entry. It also specifies the damage is only once per turn per creature. The damage increase wording is simplified but functionally similar.