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Spell: Spiritual Guardian ~ Level 6

conjuration, force, magical

  • Casting Time: 2 actions; Somatic and Verbal
  • Requirements: Devout Follower Trait
  • Range: 120 feet
  • Duration: 1 minute per Proficiency Score (C+)

A Medium guardian made of pure magical force manifests and attacks foes you designate within range. This guardian is ghostly and translucent and appears to be holding your deity’s favored weapon. When you cast the spell, the spiritual guardian appears in an unoccupied space next to a foe of your choice within range and makes a Strike against it. Attacks with the guardian use your Spell Attack for attack rolls and contributes to your multiple attack penalty. Regardless of the weapon’s appearance, the guardian deals a number of d10s force damage equal to half your Proficiency Score. When you Strike with the guardian, you can choose to deal damage of the normal damage type of the weapon instead of force damage or any of the available damage types for a weapon with the versatile tag. No other attributes of the weapon apply and even a ranged weapon attacks adjacent creatures only. A spiritual guardian’s weapon counts as a weapon for triggers, resistances, and so forth. Each time you spend an action to concentrate on the spell, you can move the spiritual guardian to an unoccupied space next to a new target within range and make a Strike with it.

Alternatively, when you spend an action to concentrate on the spell, you can have the guardian move adjacent to an ally and protect that ally. If you do, each time the ally would take damage, the guardian takes the first 20 damage instead of your ally. It continues to do so until you move the guardian to attack an enemy or defend a different ally or until the guardian is destroyed. The guardian has 100 Hit Points and cannot recover hit points by any means. The guardian cannot take damage except when protecting an ally, though the Disintegrate spell automatically destroys it if it succeeds against your Spell DC.

The guardian takes up space and counts as an ally, but it does not have any other attributes a creature would normally have, aside from Hit Points, and creatures can move through its space without hindrance. The guardian cannot make any kind of attack other than a normal Strike, and abilities or spells that affect weapons or enhance allies do not apply to the guardian’s attacks. Spiritual Guardian is on the Divine Spell List.

Heighten (+1): For each Spell Slot of the Heightened Spell Levels (7, 8, 9, 10), increase the Hit Points by 30.

Level 7 Spell Slot. The guardian begins with 130 Hit Points.

Level 8 Spell Slot. The guardian begins with 160 Hit Points.

Level 9 Spell Slot. The guardian begins with 210 Hit Points.

Level 10 Spell Slot. The guardian begins with 240 Hit Points.