Guiding Bolt 5e

Guiding Bolt 5e

Clerics, The Celestials, and the Oath of Glory are the few classes that can use one of the best level 1 spells in the game. That spell is the Guiding Bolt 5e. So why is it one of the best level 1 spells in the game, but why do some people consider this overpowered? First things first, the guiding bolt 5e is not overpowered when you compare it with other “Level 1” spells. We will get back to this later, that is after we discuss what this spell is about.

So, guiding bolt 5e is a ranged attack that when unleashed, hits the target in the form of a flash of light and deals a massive 4d6 damage to the target. While the damage is pretty great and provides a great choice for a level 1 spell, that’s not the only edge it provides. After you use this spell, in the next turn, the player will have an advantage.

This means the player has a chance to roll another d20 in the next turn. It is a pretty impressive feature of this spell, which ain’t the only thing that you should know about.

Features of Guiding Bolt 5e Spell

Guiding Bolt 5e
  • This is a 1st level evocation spell that requires 1 action casting time.
  • Guiding bolt is both a damage spell and a buff spell as it provides advantage in the next turn. This works with any kind of our team in the next turn.
  • With a direct hit, the spell lands a 4d6 radiant damage to the target.
  • The damage increases with every spell slot level and adds a 1d6 damage when you use it from 2nd level or higher levels.
  • Another great thing about this spell is that it has a 120ft range of attack.
  • You can cast this spell as long as you have the required verbal and somatic components of a spell.
  • The Clerics class, the Oath of Glory and The Celestial subclasses are the ones who have the option of casting this ranged spell.

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Other Features and Functions

This is pretty much all the info you need to understand the guiding bolt 5e in D&D. As I mentioned before, this might seem like an OP spell, which it is, but does have its drawbacks and limitations. The basic and common drawback for any range spells is that the line of sight should be clear. Along with that, there is a chance of missing the target if they are in cover(as happens with many ranged attacks).

The best way to use this spell is when you are at least in mid-game, this is because the spell has a chance of taking down your enemy in a single blow. In case the first shot doesn’t do the job then the next turn with the advantage will do it. This can also be very useful when you are at the end of your battle.

Is the Guiding Bolt 5e Spell Overpowered?

We touched on this subject in the previous section, but here we shall discuss it in detail. So is the spell overpowered? Yes, and No. When you just look at the 4d6 damage it does in a single turn, it does look like a pretty great amount of damage. Though this ain’t the only spell to do such kind of damage. There are a few other level 1 spells that administer almost similar or higher damage compared to this spell.

If you look at the Inflict Wounds spell, it deals 3d10 damage in a single turn, and could sometimes deal way more damage than a guiding bolt. Other spells like Dissonant Whispers or Burning Hands land 3d6 damage. This may look a bit lower than the Guiding bolt, but it is still comparable. Similarly, there are a few others that come in a similar spectrum as guiding bolt 5e in terms of damage. Again, all these spells have drawbacks of their own, just like Guiding bolt 5e.


Now, if we talk about things that could go wrong while using this spell.

  • If you use this spell against an Armor class as a ranged attack then there are chances of missing the hit. In case the throw doesn’t exceed the armor class defense then the hit misses.
  • Then there is the issue of target taking cover. This spell is more like beam(a flash of lighting streaks towards a creature), so it can be dodge when the target is behind a wall or something.
  • Also, this spell is not very suitable to be used at proximity, as in melee battle. This is because the spell is a ranged attack.
  • Since the spell consumes a spell slot, this puts the clerics(since the spell is mostly used by this class) in a pickle. This is because they will have to compromise with just one slot for healing.

These things might not seem like much of a deal to a few, but they do matter in battle. Also, these are just a few of the things that can go wrong, as others depend on the kind of enemy you are fighting. All these things prove that the spell isn’t overpowered. At the same time, it isn’t something to be taken lightly either. Since it does radiant damage, the chance of resisting this is pretty low compared to other types of damage.

Did you know that initially, this spell was only available for clerics? Later, when more source material was added to the game, this spell became available for other classes like Oath of Glory and The Celestial.

Other Alternatives to Guiding Bolt 5e

Even though this spell is a great option, it doesn’t hurt to try other spells which offer similar or even better damage. So here we are going to list out some spells that you might be interested to add to your list of spells.

Inflict Wounds

Other Alternatives to Guiding Bolt 5e

Why wouldn’t we mention this after comparing it to the guiding bolt? This first-level spell lands a 3d10 necrotic damage on the target. So this might deal more damage than guiding bolt if the stars are in your favor. The downside to this spell is that it doesn’t have a range and only works by touching the target. This can be very tricky in battle since may not have the chance to do that. Also, necrotic damage is quite easily avoidable as many creatures are immune to this kind of damage.

Even with those limitations, this is a damn good spell that doesn’t require any materials to cast, except verbal and somatic components. So this works well you are pushed against a wall and the damage increase with the spell slot increase. From the 2nd level and beyond, a 1d10 damage is added to every spell slot. Only Clerics and Oathbreakers can use this spell.


Other Alternatives to Guiding Bolt 5e

Since we are talking about damage-dealing spells, this is something one should be using. When you cast this spell, anyone who is within a 15ft cube distance will feel the wrath of a thunder wave hitting with a 2d8 damage. Now, this might not seem like much when compared with the other two spells we have discussed so far. Rather than just looking at the damage it does, players should know about this spell’s best feature. That is, even if the target successfully lands a constitution saving throw, they are gonna take half the 2d8 damage.

So there is no way to come out of this unscathed. You either take the full 2d8 damage or half of it. One more thing is that the target is also pushed 10ft when hit with this. So if you also have a chance to get away from an enemy, if needed. Damage is increased by 1d8 for every level from the 2nd level. So if you want to get this spell you are in luck because this is available for almost half of the classes in the game.

Magic Missile

Magic Missile

At first glance, this just looks like a simple spell that deals 1d4+1 force damage to the target, but that’s not the case. Magic missile launches 3 darts towards a target and each of these darts deals 1d4+1 force damage. This means that you deal 3d4+3 force damage when you count all the 3 dart damage. The selling point of this spell is that it is unmissable, meaning there is no saving throw to escape from this attack. Once you launch the darts they are sure to hit, unless the target uses a shield instantaneously.

Just like every other spell out there, this one’s damage increases with every spell slot after racing level 2. Every spell slot level adds another dart to the attack essentially making it a solid spell to deal a good amount of damage. Oh, did I mention that this spell has 120ft range? So classes like Sorcerer, Wizard, Armorer, and Arcana Domain should get this spell ASAP.

Well, I hope these 3 recommendations would suffice for anyone who’s looking for an alternative to the Guiding bolt 5e spell. All 3 are great options so choose the one that suits your requirement. For players who were expecting more alternatives can check out this thegamer list on the same.

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Best Tank Classes in D&D 5e

Any team is incomplete without a tank class in battles. Without a tank, your team ain’t gonna stand a chance at taking multiple strong hits from enemies. This essentially means that the tank class warriors take all the incoming damage on their team so that they can survive. To pull off such a feat, a tank character has to be a strong one with high defense. Otherwise, you might get squished with just one attack from a Beholder.

So here we are gonna provide you with a few suggestions for tank classes in D&D 5e. Check them all out.

Clerics as Tanks

Guiding Bolt 5e

For players who are new to D&D 5e or who don’t know much about the clerics class, will stereotype them into being healers. Well, that is true but that’s not the only way to play with clerics. They are one of the most flexible classes that can be molded into being any kind of warrior. Of course, this also means that they are well suited for the role of tank as well.

You can equip clerics with huge armor and shield then use spells that share an added defense to you and your allies. Though to add all those things you also have to have the right divine domain. Few divine domains add clerics with the ability to equip armor and shields. Like the Life Domain, Nature domain, War Domain, Tempest Domain, Order Domain, or the Forge Domain.

If we are to choose between these domains to subclass the cleric into a tank, then I suggest that one can go with Nature Domain or Forge domain. Nature Domain adds resistance to clerics to take damage, while the Forge domain boosts the armor class level. As the level increases, so does your ability to equip armor permanently and the stats are also improved. Use grave domain to get resistance from critical hits.

Paladins Are a Great Optin for a Tank Class

Paladins Are a Great Optin for a Tank Class

Paladins are the classes that one of the most suited tank classes after barbarians. They can be equipped with heavy armor which is also then boosted by their spells. I know, paladins don’t have much of an arsenal when it comes to the list of spells, but the ones they have are good enough for the job. Like the Shield of Faith that increases the target AC by +2 for a certain duration.

Spells like that will help you bolster the armor class of your paladin and help them become durable in battles. You can also use Lay on Hands to heal and Aura Protection to get more saving throws. The more you add skills from the Defense and Protection pool, the better tanks they become. Even though they have good fighting techniques, they are very limited cannot compare to other fighter classes like barbarians.

The Best Tank Class, Barbarians

The Best Tank Class, Barbarians

There is no denying that the barbarians class is one of the best classes in the game. They have a diverse range of customization options that make them suitable for both damage dealer and tank classes. You can add a bit of both to make them a balanced class, but we are talking here about building a tank barbarian. Their skills grant them an edge when it comes to tanks. One such skill is Rage.

This Rage feature is unique to barbarians and provides a boost of resistance against slashing, piercing, or bludgeoning attacks. This essentially halves the damage done by those attacks, which allows you to take such hits and smack them back without any worry. With certain levels, more such skills are added that help them get an edge in battles.

For example, you get Danger Sense at level 3 that adds an advantage when used a dexterity saving throw is used. Similarly, more skills like Fast Movement at level 5 and Feral Instinct at level 7 are unlocked. The former provides the player with quick feet to handle enemies and the latter adds an advantage when an initiative roll is used. Then there are certain subclasses for barbarians that make them a better tank. Check out this Barbarian subclass guide from roleplayersrespite to get a better idea.

For more such instructions on building a tank class character, check out this best tank builds guide by roleplayersrespite.

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Wrapping Up

This is it. Everything you need to know to understand and use the D&D Guiding bolt 5e is provided in this article. From the basics that cover all the stats of this spell to a simple guide to understanding how it works. Read it all to get a better grasp of this spell, and unleash hell on your foes by using it. For players who like to try out new spells, we have also listed a few other spells that match the guiding bolt 5e. So try them out for versatile gameplay. Just to add a cherry on top, our tank guide for D&D 5e provides extra information for those who like to get more than they ask for.

Frequently Asked Questions(FAQs)

Where can I find the guiding bolt 5e build guide?

To know all about the guiding bolt 5e build all you have to do is go through this article in its entirety. We have instructions and info on this spell that are explained in layman terms, so anyone can understand them. This has everything you need to know about his spell.

Where can learn about the guiding bolt 5e stats?

You can learn about all the stats of this spell from the starting section of this article. In case you need another source, then try this guiding bolt 5e Wikidot page.

Can sorcerers use this spell in D&D 5e?

No, guiding bolt 5e is something that is not available to sorcerers. Only clerics can use this spell, including two other subclasses. In case you need some other alternatives for this spell then try Magic Missile, Burning Hands, or Choas bolt. All these are level 1 spells that can be used as alternatives to guiding bolt 5e sorcerer spell.

How much is the guiding bolt 5e damage?

This spell deal 4d6 radiant damage to anyone who is in its 120ft range. The target should not be behind cover or away from the line of sight. That has the chance to miss the hit. For each level increase from level 2, the damage increases 1d6 with level boost.

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