Spirit Guardians
Level 3 · Conjuration
- Concentration
- Damage
- Save
- Summon
A 3rd-level spell in the conjuration school, Spirit Guardians appears on the cleric list. Cast time: Action. Range Self, components V/S/M, duration up to 10 minutes. Material: a prayer scroll. Marked concentration. Effect: Protective spirits flit around you in a 15-foot Emanation for the duration. At higher levels: The damage increases by 1d8 for each spell slot level above 3.
Stat Block
- Level
- 3
- School
- Conjuration
- Casting Time
- Action
- Range / Area
- Self
- Components
- V, S, M
- Duration
- up to 10 minutes
- Ritual
- No
- Concentration
- Yes
- Classes
- Cleric
- Material
- a prayer scroll
Description
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.
5e (2014) vs 2024 changes
This spell has both a 5e (2014) and 2024 Player's Handbook version. Doungim shows the current 2024 stat block above. Differences between editions typically affect components, range, or scaling — check both source books for the table.
Doungim Lore
School Fit
Spirit Guardians is Conjuration — the spell summons spectral forms that orbit the caster and damage hostile creatures that enter or end their turn in the 15-foot radius. Conjuration is the school of summoning, and Spirit Guardians is one of the most-cast Conjuration spells in tier-2 D&D 5e because the damage scales with the slot level and the persistent area is hard for melee enemies to avoid.
Class Fit
- Cleric: Spirit Guardians plus Spiritual Weapon is the canonical Cleric round at level 5+. Spirit Guardians with the Action, Spiritual Weapon with the Bonus Action — every round after the cast, the Cleric moves toward melee, deals 3d8 to every enemy in 15 feet who failed their Wis save, and swings the Spiritual Weapon at a chosen target for 1d8 + modifier as a Bonus Action.
Tactical play (Doungim editorial)
From level 5 onward, the cleric concentration spell is Spirit Guardians. 15-foot radius, 3d8 damage to enemies that enter or start their turn within. Walk through enemy clusters; they take damage on every pass-through. Pair with Spiritual Weapon (bonus action, no concentration) for two damage layers from a single cleric turn. Common mistake: casting Spirit Guardians and standing still. The whole point is to move through enemies and tag them as you move.
Related Spells
Frequently Asked Questions about Spirit Guardians
- What level spell is Spirit Guardians?
- Spirit Guardians sits at level 3 in the Conjuration school of magic, prepared by Cleric.
- How much damage does Spirit Guardians deal?
- On a base cast, Spirit Guardians deals 3d8 radiant damage. The damage scales when upcast — see the higher-level note.
- What save does Spirit Guardians require?
- The save against Spirit Guardians is a Wisdom saving throw. Specific rules for a successful save are spelled out in the spell description.
- What is the range of Spirit Guardians?
- As a self-target spell, Spirit Guardians affects only the caster.
- Is Spirit Guardians a concentration spell?
- Concentration is required for Spirit Guardians, with a maximum duration up to 10 minutes. The concentration rules apply: one at a time, and Con saves on damage.
- What components and casting time does Spirit Guardians need?
- For Spirit Guardians: Spirit Guardians is cast with V, S, M; on top of that, Material component: a prayer scroll.