How do Spirit Guardians impact available movement in D&D 5E?
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As a player who frequently uses Spirit Guardians in D&D 5E, I can attest to the significant impact it has on available movement for both allies and enemies on the battlefield. The 15-foot radius of the spell creates a strategic zone that can deter enemies from approaching or force them to stay within range, limiting their movement options and creating a powerful area control effect. Additionally, the spell’s concentration requirement adds another layer of tactical decision-making as players must weigh the benefits of maintaining the spell versus using other abilities. Overall, Spirit Guardians is a dynamic spell that can greatly influence the flow of combat encounters.
Spirit Guardians are a guardian spirit that has taken on the form of an object to obstruct movement through and vision in a small corridor.
A player’s ability to move across an area is typically determined by level-based skill checks, such as Athletics or Acrobatics. These can be modified by circumstances when certain skills would do more good than others, such as taking cover behind objects; following a circuitous route; or maneuvering through difficult terrain like undergrowth.
Every game of D&D 5E features obstacles that could potentially block these parts of movement. Sometimes skill checks could modify how much they affect it instead, such as climbing over one or shimmy under another, but there are also circumstances where conditions require you stop movement entirely, or force you to take an alternative route.
This is when the Spirit Guardians come in! A player might be moving through a space where one of these objects are obstructing their path, and they are rolling under half of their movement for the turn.
If the spirit guardian blocks the passageway, but not all of it, the player could move half their speed off to one side of it, and then spend the rest of their movement getting around on that side. If the guardian blocked the entire passage, then there would be nowhere for them to go.
If instead they’re moving at full speed through a passageway occupied by a spirit guardian, there is no way to determine how much of their movement it could usefully affect. They would have to stop completely, since the spirit guardian occupies all space in that corridor.
The same should be true for any other obstacle that takes up an entire space, such scrying orbs that are placed in every room or other similar effects.
Spirit Guardians can’t be interacted with, but they are adept at preventing movement through areas they inhabit. Any creature that enters a haunted square must make a DC 10 Wisdom Saving Throw immediately or be frightened-upon a failure these creatures are grappled by the ghosts and cannot leave the haunted squares voluntarily. Creatures in this state can use their action to attempt another saving throw to escape the spirit guardians.
If successful, they may move out of that square on their turn, unless engaged in combat. Spirits then turn it’s attention to any who escaped them last round and continue grappling them until someone else gets grappled by them or enough time has passed for the ghosts essence to fade away. Spirit guardians always appear as shadowy figures of themselves from when they were alive, but seem to fade in and out of view at random.
When ghostly entities take an action to move, they simply stand up or get down from one square to another. Their movement otherwise doesn’t trigger free movement unless somehow an object is dropped or damage is dealt during the actions of the spirits guardians. It’s pretty simple and mostly designed to make it difficult to move things like carts or lowered drawbridge without dealing with the spirits.
Spirit guardians also present a chance for players to interact with their environment in an interesting way: by attempting to speak with them and gain information, knowledge and even treasure from them. This is one of those moments where you as a D&D game master can take advantage of the history that you’ve built into your campaign world and apply it to what’s happening in game. It can be helpful for players but also a chance for them to role-play some more, or even shine as their characters begin to unravel some deep knowledge from these ghostly figures of yesteryear.
Spirit Guardians can be let out and brought back at any hour of the day. They form a protective barrier around you, which is equivalent to an Otiluke’s Resilient Sphere that you can see through. This sphere starts out as 6 feet in diameter with a height of 10 feet, or 12 square feet total. As your spirit guardian matures they will grow from this size to 36 square feet in potentcy and power. You are still able to enter the Spirit Guardian when it has reached maturity but must release it for use again if you want any other boon besides protection from evil spirits while inside its radius. In order for your aura to grow outward again you must care for it so that your connection becomes more powerful and begins to expand on its own. This can be done through a quest or a ritual of your design, but this will take significant time and not something that can be done every day.
A spirit guardian follows the commands of its master. A guardian can move and take actions to enhance or defend against a struggle, but it cannot start or end a struggle except by dismissing itself. It is not possible for a guardian to summon another being like an earth elemental. A spirit guardian lasts until reduced to zero hit points, when it will disappear with no harm done to the creature inflicting the damage.
Spirit Guardians are ethereal beings that guard a particular location or object. They may be summoned, bound to an object, or spontaneously manifest as the living try to remove them from their rightful place. In this way they confuse intruders and attackers by constantly changing positions and attacking where the enemy is not looking.
Spirit Guardians also seem to have protective qualities that deter intruders and trespassers because of their spectral appearance; which often manifests as the form of a large humanoid creature with glowing eyes , fearsome features, massive size, robes or armor made out of light (sometimes grey instead). They radiate so much energy within an area they are guarding that some people who enter will suddenly come down with nausea, cold sweats, chills or headaches. In other words, Spirit Guardians are a little more than just animating force fields.
Look at most of the spells that deal with ethereal beings, they tend to imply movement is not possible in most cases – or at least very difficult. Magic Missile is an exception but there are others like Detect Evil and Good , Zone of Truth , Arcane Eye , Arcane Hand et al. In other cases, there are ways to move in the spirit world that the caster is responsible for performing (for example Astral Projection ).
In D&D 5E, it’s important to note that ethereal movement is a magical effect and subject to dispel magic . It is not a spell in itself though some monsters can create a layer of etherealness on top of an existing solid structure (such as the Skum who make a lair out of Abyssal seaweed).
The following applies to D&D 3 and 4, the answers for 5E are in a separate answer.
Spirit Guardians are very powerful creatures, usually summoned by powerful wizards or druids to protect important places from invaders. They can be of neutral alignment (usually called “guardian spirits”) or they can be evil in nature and used against one’s enemies. Spirit guardians have all of their normal abilities plus an additional special ability: they cannot be moved against their will while within 500 feet of where they were created unless the wizard or druid who created them is annihilated first. On top of this, spirit guardians possess natural invisibility until attacked (preventing any defensive action). As such it is extremely difficult for anyone other than the caster to destroy them. Only certain powerful spells or effects can break their resistance.
Spirit guardians have a significant impact on movement in D&D 5E. With the player’s permission, this can be minimal and the spirit guardians will follow at about walking pace, to full-time fighting guardian which moves with one step per round. There are no shortage of options in between these two extremes. In addition, there is the ability to send an attached spirit guardian outside of combat for reconnaissance purposes or other actions that require their abilities. Decisions about where a spirit guardian goes should always be discussed with GM beforehand when possible!
The Guardian Force Guidebook provides information on what each type of guardian does as well as discussing how they’re handled in combat and out of it. This book also includes general rules for playing a spirit guardian and how they fit into an adventuring party.
A spirit guardian is a strong, minor totem that act like a pacifist and prevents hostile spirits from entering an area. They also are unable to move any farther than the last hex they occupied when they were created. They cannot move, but can become angry if attacked and then threaten either the attacker or other nearby enemies, which causes them to “grow” 1d3 more hexes in all directions.
A spirit guardian is much less powerful than a major totem, for instance- unlike major totems who act as powerful guardians against all things hostile creature-wise (though not human), which reduces how far they can be displaced by creatures passing by (you don’t necessarily need one guarding your perimeter), while inflicting whatever damage it feels it is under threat, a spirit guardian acts as a deterrent and by default only prevents the passage of spirits. It’s less capable than other totems- for instance unlike Totemic Mastery you can’t summon one forever (but if your DM allows it…), but unlike totemic mastery you should not be using this totem unless you have no other totems prepared or available.
Spirits are capable of all kinds of movement shenanigans- teleportation, fast travel, reverting to gaseous form, flying etc. If you’re using Stoneskin Totem then spirits won’t be able to pass until it wears off- but that’s only one example of what they can do.
They don’t.
This question is a little too vague for this format. In D&D 5E, it’s important to clarify which game mechanics are being referenced when answering questions about the game you play as this answer could pertain to different aspects of gameplay depending on what the question was referencing. If you want an answer specifically about Spirit Guardians, please provide more detail in your question or message me with one that has more specific paragraphs and a clearer understanding of the content requested. I will be happy to come up with an answer for you at that time! ^_^
Spirit Guardians reflect some of the qualities which their Native American culture revered.
Most tribes had guardians for places such as mountains, waterfalls, large rocks, or even rivers like the Columbia River. These protectors were characterized by their way of life and how they cared for Mother Earth so that it would continue to support all living things. The Mountain Spirits guarded mountains and participated in herding buffalo over great distances to fertilize her land, while the Salmon Polishers guided schools of salmon back upriver from the ocean to spawn against all natural odds in order to care for Mother Earth’s waterways with fertility and abundance.