Spirit Guardians D&D 5th Edition

  • Level: 3 (Conjuration)
  • Casting time: 1 Action
  • Components: V, S, M*
  • Range(area): Self
  • Attack(save): WIS save
  • Damage(effect): Necrotic
  • School: Conjuration
  • Duration: 10 Minutes

Spirit Guardians 5e

For your high protection, you have to call the forth spirits and they will flit around your location and the distance is 15 feet for that particular duration. The spectral form will appear as angelic or like fey when if you are good or neutral. If you are evil the spectral will appear fiendish.

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Protection from Evil and Good 5e

Whenever you cast this spell you can designate the number of creatures until you see to be unaffected by it. When the creature enters the area for the initial time on a turn or when it starts its turn there, then it must make a Wisdom saving throw. This will happen when an affected creature speed is halved in an area.

At Higher Levels:

When you reach the above level 3rd, the damage will increase by 1d8 for each slot but this will happen only when you cast this spell by using the Spirit Guardians 5e spell slot of 4th level or above 4th level.

Spirit Guardians 5e

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