Guiding Bolt 5e: Radiant Damage, Advantage, and Scaling
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.
Guiding Bolt 5e — Quick Spell Reference
| Casting Time | 1 action |
|---|---|
| Range | 120 feet |
| Components | V, S |
| Duration | 1 round |
| Concentration | No |
| Ritual | No |
| Classes | Cleric |
| Source | Basic 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.
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.
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.