Spirit Guardians

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.

Classes


slugspirit-guardians

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

pagephb 278

rangeSelf

target_range_sort0

componentsV, S, M

requires_verbal_componentsYes

requires_somatic_componentsYes

requires_material_componentsYes

materialA holy symbol.

can_be_cast_as_ritualNo

durationUp to 10 minutes

requires_concentrationYes

casting_time1 action

level_int3

spell_level3

schoolConjuration

dnd_classCleric

archetype

circles

document__slugwotc-srd

document__title5e Core Rules

document__license_urlhttp://open5e.com/legal

document__urlhttp://dnd.wizards.com/articles/features/systems-reference-document-srd