Spirit Guardians turns a Cleric into a walking hazard zone. Hostile creatures that enter the aura or start their turn there take radiant or necrotic damage and have their speed halved — all on your concentration.
This Spirit Guardians 5E guide covers damage timing, movement tricks, and how to pair it with Spiritual Weapon.
- Spell Level
- 3rd
- Spell Type
- Conjuration
- Casting Time
- 1 Action
- Range
- Self (15-foot radius)
- Component Requirements
- Verbal, Somatic, Material (a holy symbol)
- Duration
- Concentration, up to 10 minutes
- Class
- Cleric
- At Higher Levels
- +1d8 damage per slot level above 3rd
How does Spirit Guardians work?
You call forth spirits that protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, the spirits are angelic/radiant-flavored; if you are evil, they can deal necrotic damage instead (per the spell’s alignment wording in your source).
When a hostile 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 it takes 3d8 radiant (or necrotic) damage, or half as much on a success. Creatures also have their speed halved in the aura.
Damage timing matters
Creatures take the damage when they enter the aura or start their turn there — not when you move the aura onto them in some older misunderstood readings. Move carefully and force enemies to walk in, or end your turn so they begin inside.
Pairing with Spiritual Weapon
Because Spiritual Weapon is not concentration, you can:
- Action: Spirit Guardians
- Bonus action: Spiritual Weapon attack
That is elite Cleric combat math. See the Spiritual Weapon 5E guide.
Defense while concentrating
- Keep Constitution save proficiency / War Caster in mind.
- Dodge when the aura is already doing enough work.
- Avoid packing allies into effects that force you into damage.
Frequently Asked Questions
Does Spirit Guardians damage allies?
It affects hostile creatures. Allies are safe from the spell’s damage unless a ruling says otherwise at your table.
Can you upcast Spirit Guardians?
Yes — +1d8 damage per slot above 3rd. It is one of the best concentration upcasts in the game.
Does the speed reduction apply even on a successful save?
Yes. The halved speed is not tied to failing the save — creatures have their speed halved while in the area.


