Spirit Guardians

Spirit Guardians

3-level Conjuration

Casting Time 1 action
Range Self (15-foot radius)
Duration Concentration, up to 10 minutes
Components V, S, F

You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration and take on an appearance of your choosing.   When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature treats the area as difficult terrain, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom Saving Throw. On a failed save, the creature takes 3d6 radiant damage. On a successful save, the creature takes half as much damage.
 
At higher levels: When you cast this spell at 4th level or higher, the damage increases by 1d6 for each level above 3rd.

Class(es): Cleric

Comments

Please Login in order to comment!