Spirit Guardians

Spirit Guardians 5e: Damage Timing, Movement, and Saves

Last Update:February 3, 2024

Spirit Guardians is the spell I think of when a cleric wants to hold the center of a fight. It surrounds the caster rather than a distant point, punishes enemies that approach or remain nearby, and leaves allies untouched if they were designated when the spell was cast. Its timing is unusual, though, and that timing decides whether a movement trick deals damage now or later.

A cleric surrounded by radiant Spirit Guardians

Spirit Guardians 5e — Quick Spell Reference

Spirit Guardians
3rd-level • Conjuration
Casting Time1 action
RangeSelf (15-foot radius)
Components V, S, M(a holy symbol)
DurationUp to 10 minutes
ConcentrationYes
RitualNo
ClassesCleric
SourceBasic Rules (2014), pg. 278

How Spirit Guardians Works in the 2014 Rules

Spectral spirits surround the caster in a 15-foot radius and move with them. When casting, the cleric can designate any number of creatures they can see to be unaffected. That choice is made once. A creature that arrives later is not automatically protected, and the spell does not offer a later action for changing the list.

An affected creature has its speed halved while inside the area. It makes a Wisdom saving throw when it enters the area for the first time on a turn or starts its turn there. On a failed save, it takes 3d8 damage; on a successful save, it takes half.

For a good or neutral caster, the 2014 spell deals radiant damage and the spirits look angelic or fey. For an evil caster, it deals necrotic damage and the spirits look fiendish. Their exact appearance is narrative; it does not change their reach, grant cover, or make them creatures that can be attacked.

When Does Spirit Guardians Deal Damage?

Spirit Guardians does not deal damage the instant any creature happens to be within 15 feet. It has two specific 2014 triggers:

  • an affected creature enters the area for the first time on a turn; or
  • an affected creature starts its turn in the area.

If the cleric casts the spell beside an enemy, that enemy has not entered the area. It normally makes the save when its turn starts. The same is true when the cleric walks up to a stationary enemy: moving the spell’s area over the enemy is not the enemy entering the area under the official 2014 interpretation.

Once an enemy starts its turn inside, it saves before moving. Leaving the area does not trigger damage, and ending a turn inside is not a 2014 trigger. This distinction becomes especially important when comparing the spell with its 2024 version.

Spectral guardians circling the center of a battlefield

Forced Movement and Once-Per-Turn Timing

The trigger does not require willing movement. If an ally shoves, pulls, or otherwise moves a creature from outside the area to inside it, that creature has entered and can make the save. This can happen on the ally’s turn even if the creature will also start its own turn in the area later in the round.

“For the first time on a turn” is not the same as once per round. A creature might enter on one character’s turn and then start its own turn there, taking damage twice in the same round on two different turns. Moving it out and back in repeatedly during one turn does not create repeated saves because only the first entry on that turn qualifies.

Forced movement may also matter for opportunity attacks, but the two rules use different triggers. Spirit Guardians cares about entering its area; an opportunity attack normally requires a creature to use its own movement, action, or reaction to leave reach.

Speed Reduction Is Not Difficult Terrain

An affected creature’s speed is halved while it is in the area. The spell does not say the area is difficult terrain. This matters because halving speed and paying extra movement are different operations, even though both make travel harder.

For a creature with a 30-foot speed, entering the area leaves it with a speed of 15 feet for that turn. How much movement it has already spent can determine whether it can continue. Apply any other speed changes using the normal rules rather than simply treating every square as costing twice as much.

The caster’s own speed is not halved, nor is the speed of a creature designated as unaffected.

Concentration and Positioning

Spirit Guardians can last through multiple encounters on paper, but in combat it makes the cleric an obvious target. Losing concentration ends the damage, speed reduction, and spirits immediately. A strong Armor Class helps against attack rolls, while Constitution save proficiency, advantage, and cover can help preserve the spell in different ways.

Position near enemies without abandoning the party. The 15-foot radius is large enough to block lanes and protect allies, but it is still centered on the caster. Dodging after the spell is active can be a good defensive turn because the ongoing spell does not require the cleric’s action to deal damage.

A cleric advancing behind a wall of luminous spirits

Casting Spirit Guardians at Higher Levels

Using a slot above 3rd level adds 1d8 damage per slot level:

Spell slot Damage
3rd 3d8
4th 4d8
5th 5d8
6th 6d8

Upcasting does not expand the radius, extend the duration, or further reduce speed. Because the spell can damage several creatures across several turns, each added d8 may be rolled many times before concentration ends.

2014 vs. 2024 Spirit Guardians

The 2024 spell preserves the 15-foot area, Wisdom save, 3d8 base damage, half damage on a success, speed reduction, and upcasting. The material component changes from a holy symbol to a prayer scroll, but the largest difference is its trigger.

In 2024, a creature saves when the emanation enters its space, when it enters the emanation, or when it ends its turn there. A creature saves no more than once per turn. Moving the cleric’s emanation over an enemy can therefore trigger the 2024 spell, unlike the official 2014 handling, and the ongoing trigger moves from the start of the creature’s turn to the end.

The 2024 text still links radiant or necrotic damage and the spirits’ appearance to the caster’s alignment. Do not import the new emanation trigger into a 2014 game; it materially changes how aggressively the cleric can deliver the spell.

Frequently Asked Questions

Does Spirit Guardians deal damage when it is cast?

Not automatically in the 2014 rules. A creature already inside normally saves when its turn starts.

Does walking the cleric next to an enemy trigger it?

No in the official 2014 interpretation. The area moving onto a stationary creature is not that creature entering the area. The 2024 spell explicitly adds an emanation-enters-space trigger.

Can forced movement trigger Spirit Guardians?

Yes, if it causes an affected creature to cross from outside the area to inside it for the first time on that turn.

Can the spell damage the same creature twice in one round?

Yes. It can trigger on different turns in the same round, but only on the first qualifying entry during any one turn.

Can the cleric add a new ally to the unaffected list later?

No. The caster designates unaffected creatures when casting the spell.