Spirit Guardians
Spirit Guardians is a level 3 conjuration spell in D&D 5e (2024 rules), available to the Cleric. Casting time: Action. Range: Self. Duration: Concentration, up to 10 minutes.
- Level
- Level 3
- School
- Conjuration
- Casting Time
- Action
- Range
- Self
- Components
- V, S, M
- Duration
- Concentration, up to 10 minutes
M (a holy symbol)
Description
Spirits flock to you and protect you. For the duration, each creature you choose within a 15-foot Emanation originating from you must make a Wisdom saving throw when it enters that area for the first time on a turn or starts its turn there. 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. Additionally, the area is Difficult Terrain for creatures of your choice.
At Higher Levels
The damage increases by 1d8 for each spell slot level above 3.
Classes that can cast Spirit Guardians
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