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Spirit Guardians3rd-level Conjuration · Concentration

Walk into the middle of them. Arguably the best 3rd-level spell in the game.

Level
3rd
School
Conjuration
Casting Time
1 action
Range
Self
Duration
Conc.

The card

Spirit Guardians

3rd-level Conjuration

Spirit Guardians

Casting
1 action
Range
Self
Duration
Concentration

Components: V, S, M (a holy symbol)

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.

Bringing it to the table

Usage

Available toCleric
At higher levelsWhen you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Best Used For

1The best concentration spell the cleric has, and arguably the best 3rd-level spell in the game.
2Halved speed plus damage on entry *and* on turn start — it punishes standing still and moving alike.
3Walk into the middle of them. This is the spell that turns a cleric into a front-liner.
4Pair with Spiritual Weapon: one action, one bonus action, damage every single round with no further spending.

Take it to the table

Add Spirit Guardians to a Character

Pick one of the classes that gets it — level and the rest fill themselves in.

The Forge

Forge a character with Spirit Guardians

Choose a class that gets this spell. The forge builds the character around it.

Forge a Cleric with Spirit Guardians

Cleric · level 5 · pre-filled

Counsel

Spirit Guardians, Answered

Why is Spirit Guardians so good?

It damages on entry and again at the start of each turn, halves speed in the area, and lets you exclude allies. One action creates ongoing area damage plus control for up to ten minutes — nothing else at 3rd level does all three.

Does Spirit Guardians hurt allies?

No, if you choose. When you cast it you designate any number of creatures you can see to be unaffected — normally your whole party.

Radiant or necrotic damage?

Radiant if you are good or neutral, necrotic if you are evil. It keys off your alignment, not your domain — so an evil cleric deals necrotic even in the Life domain.

What classes get Spirit Guardians?

Cleric only on the base list. Divine Soul sorcerers get it through the cleric list, and bards can take it with Magical Secrets — which many do, precisely because it is this strong.

Put It In A Spellbook

Pick a class, and forge the character that casts it. Your first is free.

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