
Spirit Guardians
3rd-level conjuration · 3d8 Radiant damage, average 13.5
13.5 average Radiant damage · 3–24
Roll Spirit Guardians
Press a roll button. The dice land here.
Spell details
- Level
- 3rd-level
- School
- Conjuration
- Casting time
- Action
- Range
- Self
- Components
- V, S, M (a prayer scroll)
- Duration
- Concentration, up to 10 minutes
- Classes
- Cleric
- Save
- Wisdom (half on success)
Spirit Guardians damage by level
| Cast at | Dice | Average | Range | On a save |
|---|---|---|---|---|
| 3rd slot | 13.5 | 3–24 | 6.5 | |
| 4th slot | 18 | 4–32 | 8.8 | |
| 5th slot | 22.5 | 5–40 | 11 | |
| 6th slot | 27 | 6–48 | 13.3 | |
| 7th slot | 31.5 | 7–56 | 15.5 | |
| 8th slot | 36 | 8–64 | 17.8 | |
| 9th slot | 40.5 | 9–72 | 20 |
“On a save” is the average of half each roll, rounded down, as the rules do it.
The odds of 3d8
| Total | Chance |
|---|---|
| 8 or more | 93% |
| 14 or more | 50% |
| 19 or more | 11% |
| 22 or more | 2% |
Spirit Guardians against other 3rd-level damage spells
By average damage on one target, Spirit Guardians ranks 7th of 9 3rd-level damage spells in the SRD. Area, saves and riders are not counted here; read each spell.
| Spell | Dice | Average |
|---|---|---|
| Fireball | 8d6 | 28 |
| Lightning Bolt | 8d6 | 28 |
| Meld into Stone | 6d6 | 21 |
| Wind Wall | 4d8 | 18 |
| Call Lightning | 3d10 | 16.5 |
| Conjure Animals | 3d10 | 16.5 |
| Spirit Guardians | 3d8 | 13.5 |
| Vampiric Touch | 3d6 | 10.5 |
| Bestow Curse | 1d8 | 4.5 |
Rules text
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 Radiant damage (if you are good or neutral) or 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.
At higher levels. The damage increases by for each spell slot level above 3.
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.