Spirit Guardians3rd-level Conjuration · Concentration
Walk into the middle of them. Arguably the best 3rd-level spell in the game.
The card
Spirit Guardians
3rd-level Conjuration
Spirit Guardians
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.
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Usage
Best Used For
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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.
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