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Spirit Guardians: Difference between revisions
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| classes = Cleric, War Domain | | classes = Cleric, War Domain | ||
| class learns at level 5 = Cleric, War Domain | | class learns at level 5 = Cleric, War Domain | ||
| class learns at level | | class learns at level 6 = {{Class|College of Lore}} (via [[Magical Secrets]] subclass feature) | ||
| class learns at level 10 = {{Class|Bard}} (via [[Magical Secrets]] class feature) | |||
| races = | | races = | ||
| race learns at level 1 = | | race learns at level 1 = |
Revision as of 22:31, 29 August 2023
Spirit Guardians is a level 3 conjuration spell. This spell allows spellcasters to call forth spirits to damage nearby targets and slow their Movement.
Description
Call forth spirits to protect you. Nearby enemies take 3d8Radiant or 3d8Necrotic damage per turn, and their Movement Speed is halved. Lasts for 10 turns.
On a successful Save, targets still take half damage.
Caster can't become Invisible while Concentrating on this spell.
Variants:
Properties
- Details
- Range: Self
- AoE: 3 m / 10 ft (Radius)
- Concentration
At higher levels
When the spell is cast using a 4th Level spell slot or higher, damage increases by 1d8Radiant or 1d8Necrotic damage for each spell slot level above 3rd.How to learn
Classes:
- Class Level 5: Cleric, and War Domain
- Class Level 6: [[ (via Magical Secrets subclass feature))
- Class Level 10: [[ (via Magical Secrets class feature))
Notes
- When Spirit Guardians, the Spirit Guardians spell ends immediately. is cast on a someone currently using