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 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.
Spirit Guardians is a powerful spell for Clerics in Dungeons and Dragons. It summons spirits that swirl around the caster, dealing radiant or necrotic damage to any enemies within range. The spell has a relatively short casting time of 1 action, making it useful in combat situations where quick action is required.
The spell also has a duration of up to 10 minutes and requires concentration, making it a long-lasting option for battles that may drag on. Its high damage output of 3d8 makes it a great choice for dealing significant damage to enemies, and the fact that it deals two different types of damage means it can bypass certain resistances.
Overall, Spirit Guardians is a great choice for Clerics looking to deal massive damage in battle while still maintaining a support role for their allies. Its versatility and power make it a valuable asset for any Cleric player.
Spirit Guardians is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Spirit Guardians Pathfinder edition. Want to use Spirit Guardians in a VTT (virtual tabletop)? Try out SendingStone for free today!
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