Flame Strike vs Spirit Guardians
Concentration aura vs. one-shot pillar of flame.
Flame Strike
- Level
- 5
- School
- Evocation
- Casting Time
- Action
- Range
- 60 feet
- Components
- V, S, M
- Duration
- Instantaneous
- Concentration
- No
- Ritual
- No
- Classes
- Cleric
A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.
Full entry →Spirit Guardians
- Level
- 3
- School
- Conjuration
- Casting Time
- Action
- Range
- Self
- Components
- V, S, M
- Duration
- up to 10 minutes
- Concentration
- Yes
- Ritual
- No
- 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
Full entry →Which one should you pick?
- Pick Flame Strike: Pick Spirit Guardians to keep a damage zone live for ten rounds.
- Pick Spirit Guardians: Pick Flame Strike (level 5) for a 10-ft radius blast of 4d6 fire + 4d6 radiant.
- Tiebreaker: Both are level 5 in different cleric kits; Spirit Guardians is the workhorse, Flame Strike is the alpha-strike.