Actually, to protect you, you do call the forth spirits. They normally flit around you for a distance of 15 feet for a specific duration. But if you’re neutral or good, then their spectral form would appear either angelic or fey (depends on your choice). But if you are evil, they appear as fiendish.
Whenever you cast this Spirit Guardians 5E spell, you can able to designate any number of creatures which you can see to be unaffected by it. Actually, an affected creature’s speed is normally halved in an area and whenever the creature enters that area for the first time on a turn or else starts its turn there, then it should make a wisdom saving throw. So, on a failed save, the creature would take 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you’re evil). But on a successful save, the creature normally takes half as much damage.
At Higher Levels:
Whenever you cast this 5e Spirit Guardians spell by using the spell slot of 4th level or higher, the damage would increase by 1d8 for each slot level above the 3rd.
Attributes Of DnD 5E Spirit Guardians
Casting Time | 1 action |
Classes | Cleric |
Components | V S M |
Concentration | Yes |
Damage | 3d8 |
Damage Type | Radiant/Necrotic |
Duration | Up to 10 minutes |
Higher Spell Slot Desc | When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. |
Higher Spell Slot Dice | 1 |
Higher Spell Slot Die | d8 |
Level | 3 |
Material | A holy symbol |
Name | Spirit Guardians |
Range | Self (15-foot radius) |
School | Conjuration |
Target | Self (15-foot radius) |