Spirit Guardians
2024 Rules
- Level & School
- 3rd-level conjuration
- Casting Time
- Action
- Range
- Self
- Components
- V, S, M (a prayer scroll)
- Duration
- Concentration, 10 minutes
- Classes
- Cleric
- Source
- Player's Handbook (2024)
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.
2014 Rules
- Level & School
- 3rd-level conjuration
- Casting Time
- Action
- Range
- Self (15-foot radius)
- Components
- V, S, M (a holy symbol)
- Duration
- Concentration, 10 minutes
- Classes
- Cleric
- Source
- Player's Handbook (2014)
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.
Using a Higher-Level Spell Slot. 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.
Spirit Guardians 5.5e 2024 vs. 5e 2014 edition differences
Spirit Guardians popularity
How popular is Spirit Guardians? It is a commonly found spell in the game, and is chosen above nearly all other options when available. This spell is a widely sought-after option.
- #1 picked level 3 Cleric spell
- Top 25% of all level 3 spells
- Top 25% of all 5e spells
Read about how this popularity data is calculated.
Spells similar to Spirit Guardians
Moonbeam 2nd-level evocation
Both are 3rd-level concentration spells that create a persistent area around which enemies repeatedly save against radiant damage.
Players prefer Moonbeam over Spirit Guardians
Call Lightning 3rd-level conjuration
It matches the long concentration duration, conjuration school, repeated area damage, and ability to pressure multiple enemies over several turns.
Players prefer Spirit Guardians over Call Lightning
Guardian of Faith 4th-level conjuration
Clerics use both spells to establish a protective zone that punishes hostile creatures with recurring radiant damage.
Players prefer Spirit Guardians over Guardian of Faith
Blade Barrier 6th-level evocation
This cleric spell also combines sustained damage with a lasting battlefield hazard that affects groups of creatures.
Players prefer Spirit Guardians over Blade Barrier
Insect Plague 5th-level conjuration
A large persistent damaging area, concentration duration, and multi-enemy pressure make it a higher-level alternative for a similar encounter role.
Players prefer Spirit Guardians over Insect Plague
Spirit Shroud 3rd-level necromancy
It is another 3rd-level self-centered concentration spell offering necrotic or radiant damage while fighting near enemies.
Players prefer Spirit Guardians over Spirit Shroud