Can you move through the Guardian of Faith 5e spell’s space?
Guardian of Faith 5e Movement in dnd is not clear, so it’s up to the DM. In the spell text to guardian faith (PHB), 246, it is not stated that it is a creature. It says (my emphasis):
The sizeable spectral Guardian, a large, appears in unoccupied spaces that you have chosen and hovers there for the duration of time. The Guardian is invisible except for the presence of a shining shield and sword emblazoned in your deity’s Symbol.
It doesn’t explain what it is. That is similar to Bigby’s hand (PHB 218), which uses similar language (emphasis mine).
A large hand of shimmering, transparent force is created in unoccupied space. You can see the limit.
However, it also clearly states:
The hand is an object. The Guardian of Faith never explicitly states that the hand is either a creature or an object. It’s up to the DM to decide what it is without that information. Most creatures and objects have AC and HP. When making your ruling, remember that both creatures and objects have AC or HP. The Guardian doesn’t. There is a strong argument for it not being an object or a creature. Therefore, it does not fall under either the creature space rules or physical object issues. It appears that it is possible to walk through the shield and sword by being only visible.
What size is it?
It is essential to know how much space it controls to determine how close someone can be to it to trigger the Dexterity Save.
What damage can the Guardian of Faith spell do?
These rules distinguish between taking and dealing damage.
This is an example of such language:
After all damage modifiers, resistance and vulnerability are applied. A creature might have resistance to bludgeoning and be hit with an attack that causes 25 bludgeoning injuries. A magical aura surrounds the creature, reducing all damage by 5. The creature suffers ten damage after the 25 damage is reduced by 5.
Emily uses a fireball to inflict 20 damage.
A red Dragonborn fails to make a DEX save. The dragonborn’s fire resistance reduces the fire damage by half so that the Dragonborn suffers ten damage after reduction.
– A goblin successfully saves its DEX. The goblin does not take fire damage and takes ten damage.
The fireball does 20 damage to Dragonborn, but only 10 to goblins. Each Dragonborn and goblin takes only ten damage.
The spell description reads:
When it has done 60 total damage, the Guardian disappears.
Failure to save results in 20 damage done by the Guardian, while success means that the Guardian does only ten damage.
The outgoing damage is taken into account towards 60 regardless of how much damage the creature takes. Your example shows that the last creature to fail the save takes 20 damage. After that, the Guardian disappears.
The first enemy is defeated. The Guardian inflicts 20 damage. Is the Guardian able to deal 60 damage? No. Otherwise, do nothing.
The second enemy is defeated. The Guardian inflicts 20 damage. Is the Guardian able to deal 60 damage? No. Otherwise, do nothing.
The third enemy saves The Guardian inflicts ten damage. Is the Guardian able to deal 60 damage? No. Otherwise, do nothing.
The fourth enemy fails. The Guardian inflicts 20 damage. Is the Guardian able to deal 60 damage? Yes. Then Guardian vanishes.
Total damage: 70.
Guardian of faith vs. 5e Spirit Guardian in dnd
The description of Guardian (a fourth-level cleric spell) states:
The large spectral Guardian hovers in unoccupied spaces for as long as you can see.
A Dexterity saving throw must be made by any creature hostile to you that moves within 10 feet of the Guardian’s space for the first time during a turn. A failed to save results in 20 radiant damage, and a successful save results in half the damage. After dealing 60 damage, the Guardian disappears.
Spirit guardians is a 3rd-level cleric spell, which I will compare with the GoF spell, which is a 4th level spell.
To protect you, you can call upon spirits. For the duration, they will fly around you at a distance of approximately 15 feet. Their spectral form can appear angelic or fey depending on whether you are neutral or good. They will appear evil if you are wicked.
You can cast this spell to make any number of creatures unaffected. The affected creature’s speed in the area is reduced by half. When the creature enters the area or begins its turn there for the first time, it must make Wisdom saving throws. The creature takes 3d8 radiant injury if it fails to save. The beast suffers half the damage if it succeeds in saving.
The GoF deals 20 or 10 damage if the target makes a saving throw. SG deals 4d8 (3d8 +1d8 for an extra level) and 4d8/2 if they make a saving throw. The average damage to SG is *(4*8+4)/2 = (32/4)/2 = 36/2 = 18,*, and 9 if the target succeeds in the saving throw.
Pros of Guardian of Faith:
- The damage is greater than 20>18 and 10>9
- It lasts 8 hours while SG lasts only 10 minutes.
- Concentration is not required for SG, but it does.
- Great for resting in a forest for long periods, while SG can be used to fight an army goblin.
Guardian of faith cons
- It ends after 60 damage has been dealt. SG does not have a limit.
- Do not move. SG, however, moves with the caster. Also, it reduces the enemy’s movement by half.
- Deals damage when you enter the AoE. SG damages each turn if you stay there
- GoF is much weaker because of this 1st con. It can do 180 damage if someone ignores SG!
- Will it make GoF more potent if I take out the third con? Is it too strong or enough to make it a 4th-level spell?
The Large spectral Guardian appears in unoccupied spaces that you have chosen and hovers there for the duration. The Guardian is located in that area. And it can be seen only by a Shield and gleaming sword adorned with the Symbol of your deity. Any creature Hostile that moves within 10 feet of the Guardian must make a Dexterity saving throw. A failed to save results in 20 radiant damage, and a successful save results in half the damage. After it has done 60 damage, the Guardian disappears.
|Casting Time||1 action|
|Target||An unoccupied space of your choice that you can see within range|