Home/Spells/Offensive Spells/Spirit Guardians

Spirit Guardians

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 a Glance

Level
3rd
School
Conjuration
Casting Time
1 action
Range
Self (15-foot radius)
Duration
Concentration, up to 10 minutes
Concentration
Yes

How Spirit Guardians Works

Casting Time1 action
RangeSelf (15-foot radius)
ComponentsV, S, M (a holy symbol)
DurationConcentration, up to 10 minutesCONCENTRATION
Saving ThrowWisdom

Available to:

Cleric

Damage

3d8 radiant or necrotic(Wisdom)

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.

Common Mistakes

Common Mistake
Forgetting it moves with you - enemies might take damage multiple times if you move strategically
Common Mistake
Not designating allies as unaffected - they take damage and have speed halved too
Common Mistake
Thinking it only damages on their turn - it also triggers when they enter for first time on a turn

DM Tips

DM Tip
One of the best sustained damage spells in the game for clerics
DM Tip
The speed reduction makes it excellent for controlling movement and preventing escapes

Sources & Further Reading