A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.
At higher levels
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Guiding Bolt damage by spell slot level
Spell slot level
Damage
Average
1st
4d6 radiant
14
2nd
5d6 radiant
17.5
3rd
6d6 radiant
21
4th
7d6 radiant
24.5
5th
8d6 radiant
28
6th
9d6 radiant
31.5
7th
10d6 radiant
35
8th
11d6 radiant
38.5
9th
12d6 radiant
42
Averages are the dice’s expected total. Roll any row in the dice roller.
How Guiding Bolt plays
You make a ranged spell attack against a creature up to 120 feet away. On a hit it takes 4d6 radiant damage, 14 on average, and the next attack roll against it before the end of your next turn has advantage.
That’s a lot of damage for a 1st-level slot and a long range, and the advantage is a real bonus. Cast it before your party’s rogue, paladin or fighter acts and they get advantage on their first attack, which matters most for a rogue who needs it for Sneak Attack.
When to pick Guiding Bolt
Clerics of every kind should have it prepared at low levels. It’s the cleric’s best single-target damage spell until much later.
Mind the initiative order. The advantage goes to the next attack roll against the target, whoever makes it. If an ally acts right after you, they get it; if not, you get it on your next turn.
Use it early in the day. At 1st and 2nd level you have only a few slots, and most go to healing. Guiding Bolt is best when a fight needs a big hit on the one enemy that matters.
Common questions
Who gets advantage from Guiding Bolt?
The first attack roll made against the target before the end of your next turn, by anyone: an ally, an enemy attacking its own side, or you. Only one attack gets it.
Does the advantage work for spell attacks?
Yes. It applies to any attack roll, including spell attacks like another Guiding Bolt or a warlock’s Eldritch Blast.
How much damage does Guiding Bolt do when upcast?
One more d6 per slot level above 1st: 5d6 (about 17) at 2nd level, 6d6 (21) at 3rd.
Can I cast Guiding Bolt at an adjacent enemy?
Yes, but a ranged spell attack made with a hostile creature within 5 feet of you has disadvantage. Step away first if you can.
Guiding Bolt or Inflict Wounds?
Inflict Wounds does more damage, 3d10 necrotic (about 16.5), but you have to be in melee range. Guiding Bolt reaches 120 feet and sets up an ally’s attack. Most clerics prefer Guiding Bolt.
Did the 2024 rules change Guiding Bolt?
No. The 2024 version is the same: 4d6 radiant, 120 feet, and advantage on the next attack roll against the target.
The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:
Same level, casting time, range, components, duration and dice; the text is reworded for the 2024 rules glossary.
Casting time
Action
Range
120 feet
Components
V, S
Duration
1 round
School
Evocation
Level
1
Classes
Cleric
You hurl a bolt of light toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 4d6 Radiant damage, and the next attack roll made against it before the end of your next turn has Advantage.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 1.
2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.