Guiding Bolt

Guiding Bolt 5e: Radiant Damage, Advantage, and Scaling

Last Update:April 3, 2024

Guiding Bolt is the 1st-level attack spell I use when the party can capitalize on the opening it creates. A hit delivers strong radiant damage at long range, then hands advantage to the next attack against the target before the caster’s following turn ends.

A cleric launching a brilliant Guiding Bolt across a battlefield

Guiding Bolt 5e — Quick Spell Reference

Guiding Bolt
1st-level • Evocation
Casting Time1 action
Range120 feet
Components V, S
Duration1 round
ConcentrationNo
RitualNo
ClassesCleric
SourceBasic Rules (2014), pg. 248

How Guiding Bolt Works

The caster makes a ranged spell attack against one creature within 120 feet. On a hit, the target takes 4d6 radiant damage. On a miss, the spell deals no damage and creates no further effect.

After a hit, mystical dim light glitters on the target until the end of the caster’s next turn. The next attack roll made against that target before then has advantage. Once that attack roll is made, the glittering effect ends whether the advantaged attack hits or misses.

Guiding Bolt does not require concentration, so the caster can maintain another concentration spell while using it.

Who Gets the Advantage?

The advantage belongs to the next attack roll against the target, not to a named ally. A weapon attack or spell attack can use it, and even the original caster can benefit if they make another attack before the effect expires.

Only one attack roll gains advantage. Extra Attack, Scorching Ray, or another multiattack sequence does not gain advantage on every roll; the first qualifying roll consumes the effect.

Because the effect ends when that roll is made, an attack that already has advantage may consume Guiding Bolt’s benefit without gaining anything extra. Advantage does not stack. Coordinating turn order can preserve the rider for the ally who needs it most.

A glowing enemy marked by Guiding Bolt for an ally's attack

Ranged Spell Attack Rules

Guiding Bolt uses the caster’s spell attack modifier against the target’s Armor Class. It is not a saving-throw spell and deals no half damage on a miss.

The normal ranged-attack rules apply. Cover can increase the target’s AC, and making a ranged attack while a hostile creature is within 5 feet can impose disadvantage if that creature can see the attacker and is not incapacitated. Long range is not an issue because the spell lists only a single 120-foot range.

An unseen target can be attacked only when the caster can identify a legal target and location under the normal rules. Guiding Bolt does not say that it automatically finds hidden creatures.

Critical Hits and Damage

On a critical hit, roll the attack’s damage dice twice, so a 1st-level Guiding Bolt deals 8d6 radiant damage before modifiers from other features. The later advantage rider is not doubled or strengthened by the critical hit.

Radiant damage can be particularly useful against creatures whose traits react to it, but Guiding Bolt does not have a universal anti-undead rule. Apply each creature’s resistances, immunities, vulnerabilities, and traits as written.

Casting Guiding Bolt at Higher Levels

Damage increases by 1d6 for every slot level above 1st:

Spell slot Damage on a hit
1st 4d6 radiant
2nd 5d6 radiant
3rd 6d6 radiant
4th 7d6 radiant

Upcasting does not extend the range, duration, or number of attacks that receive advantage.

Radiant energy from an upcast Guiding Bolt striking a monster

Frequently Asked Questions

Does Guiding Bolt require concentration?

No. Its one-round rider lasts without concentration.

Do all attacks gain advantage after a hit?

No. Only the next attack roll against the target gains advantage, and making that roll ends the effect.

Does Guiding Bolt deal damage on a miss?

No. It is a ranged spell attack with no miss damage.

Does a critical hit double the advantage effect?

No. A critical hit doubles the damage dice, but the next qualifying attack still receives advantage only once.