Stop Breaking Immersion to Take Notes — Loreify captures your sessions automatically while you play.

    Never Lose Track of Your Campaign — Join 250+ DMs using Loreify. Notes ready in 5-10 minutes.

    Quick Answer

    Guiding Bolt is a 1st-level cleric evocation. Make a ranged spell attack against a creature within 120 feet. 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. Any attacker can use that advantage. It deals 1d6 more per slot level above 1st.

    Overview

    Guiding Bolt is a 1st-level evocation spell and the cleric's main damage spell at low levels. Clerics get it at 1st level. It deals 4d6 radiant damage, 14 on average, which is high for a 1st-level slot. A hit also lights up the target so the next attack against it has advantage.

    It is excellent from 1st to about 4th level, when 14 damage is a large share of most monsters' hit points. The advantage rider is the second half of its value. A rogue can use it for Sneak Attack, and a fighter can use it to land a big hit. The downsides are that it uses an attack roll, so it can miss, and it uses a spell slot that might be needed for healing.

    Stat Block

    PropertyValue
    Level1
    SchoolEvocation
    Casting Time1 action
    Range120 feet
    ComponentsV, S
    MaterialNone
    Duration1 round
    ConcentrationNo
    RitualNo
    Save/AttackRanged spell attack
    ClassesCleric

    When NOT to Use This

    • •When you are low on slots and the party may need healing. A 1st-level slot spent on damage is not available for Healing Word.
    • •When a hostile creature is within 5 feet of you. Ranged attacks have disadvantage in that case.
    • •Against a high-AC target when a saving-throw spell would land more often.
    • •When no ally will attack the target before the end of your next turn. The advantage rider goes unused.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyHigh at levels 1–4. 4d6 is strong damage for a 1st-level slot.
    Action EconomyOne action for damage plus advantage for an ally.
    Opportunity CostCompetes with Bless and Healing Word for 1st-level slots.

    When worth the slot: Opening a fight on a dangerous target, setting up a rogue or paladin, or finishing a wounded enemy at range.

    When NOT worth the slot: Long adventuring days where healing slots will run short, or against very high AC.

    Pro Tips

    Tip #1: Cast it right before an ally's turn.

    Why it works: The advantage lasts until the end of your next turn. If the rogue or fighter acts after you in initiative, they get the advantage on their attack.

    This avoids the mistake of: Casting it when the next attack against the target will come from you a whole round later.

    Tip #2: Pair it with a rogue's Sneak Attack.

    Why it works: Advantage on the attack roll enables Sneak Attack. A rogue who needs a 13 to hit has a 40% chance alone, and about 64% with advantage.

    This avoids the mistake of: Thinking the spell is only about its own damage.

    Tip #3: Hold your position at range.

    Why it works: The range is 120 feet. Staying out of melee avoids the disadvantage on ranged attacks when a hostile creature is within 5 feet.

    This avoids the mistake of: Casting a ranged spell while an enemy stands next to you.

    Tip #4: Upcast only when you need the damage now.

    Why it works: Each slot level above 1st adds only 1d6, or 3.5 average. A higher slot may do more as another spell, but if you need one hit to drop a target, the extra die can matter.

    This avoids the mistake of: Spending a 3rd-level slot for 6d6 when another 3rd-level spell would change the fight more.

    Common Mistakes to Avoid

    Thinking the advantage only helps you.

    Why it's bad: The spell grants advantage to "the next attack roll made against this target." Any creature's attack can use it, including another monster's attack if one targets that creature.

    Do this instead: Make sure an ally is the next to attack the target.

    Thinking a miss keeps the advantage waiting.

    Why it's bad: The advantage applies to the next attack roll, hit or miss. Once that roll is made, the rider is gone.

    Do this instead: Give the advantage to the ally with the highest damage per hit.

    Expecting the advantage when the bolt misses.

    Why it's bad: The rider only happens on a hit.

    Do this instead: If the bolt misses, adjust the plan. Bless or another buff may help the next attackers more.

    Casting it with an enemy adjacent.

    Why it's bad: A ranged spell attack has disadvantage when a hostile creature within 5 feet can see you and is not incapacitated.

    Do this instead: Step away first, or use a spell that calls for a saving throw.

    Usage Tips

    • •Worked example: a 1st-level cleric with 16 Wisdom has a spell attack bonus of +5. Against an ogre (AC 11), the cleric needs a 6 to hit, so the bolt hits 75% of the time.
    • •A normal hit deals 14 on average. A critical hit (a natural 20, 5% of rolls) doubles the dice to 8d6, 28 on average. Expected damage is about 11.2 per casting (0.70 × 14 + 0.05 × 28).
    • •Against a hobgoblin (AC 18), the cleric needs a 13, so the bolt hits 40% of the time. Expected damage drops to about 6.3 (0.35 × 14 + 0.05 × 28).
    • •If the bolt hits the hobgoblin, an allied rogue with +5 to hit goes from 40% to about 64% to hit (1 − 0.6 × 0.6), and gets Sneak Attack.
    • •Roll it yourself in the dice roller, or compare it with your other attacks in the damage calculator.

    Rules Notes

    • •Make one ranged spell attack against a creature within 120 feet.
    • •On a hit: 4d6 radiant damage, and the next attack roll made against the target before the end of your next turn has advantage.
    • •It can score a critical hit like any attack roll, doubling the damage dice.
    • •Upcasting adds 1d6 per slot level above 1st.
    • •The duration of 1 round covers the advantage window. It is not concentration.
    • •In 2014 rules, if you cast a bonus-action spell such as Healing Word, the only other spell you can cast that turn is a cantrip with a 1-action casting time. Guiding Bolt is not a cantrip, so the two cannot share a turn.

    Synergies

    • •Rogues: advantage enables Sneak Attack.
    • •Paladins and fighters: advantage makes hits more likely, and a crit doubles smite or weapon dice.
    • •Bless: adds 1d4 to your allies' attack rolls, and works well alongside advantage. See the Bless guide.
    • •Initiative order: the rider pays off when the ally who acts right after you can attack the target. Track the order with the initiative tracker.

    Anti-Patterns

    • •Casting it every turn while the party's healing runs out.
    • •Casting it on a target nobody else can reach before your next turn.
    • •Firing it while engaged in melee.

    Tactical Modules

    • •Rogue Setup. When to use: A rogue acts after you in initiative. Synergy: Advantage turns on Sneak Attack.
    • •Opening Volley. When to use: The first round against a single dangerous enemy. Synergy: 4d6 at range plus a better hit chance for the next ally.
    • •Finisher. When to use: A wounded enemy at range. Synergy: 120-foot range reaches almost anything you can see.

    Countermeasures

    • •Threat: A high-AC target — Response: Use a saving-throw spell such as Sacred Flame or Command. Fallback: Let the bolt set up a stronger ally's attack instead of relying on its damage.
    • •Threat: An enemy within 5 feet of you — Response: Step away first, accepting an opportunity attack only if it is worth it. Fallback: Use a spell that calls for a save.
    • •Threat: Resistance to radiant damage — Response: The advantage still applies on a hit. Fallback: Use the bolt mainly as a setup.

    Guiding Bolt in the 2024 Rules

    Guiding Bolt is effectively unchanged in the 2024 rules. It is still a 1st-level cleric evocation with a 120-foot range and a ranged spell attack. A hit deals 4d6 radiant damage and gives advantage on the next attack roll against the target before the end of your next turn. The upcast bonus is still 1d6 per slot level. The 2014 flavor about "mystical dim light glittering on the target" is gone, but the rule is the same. The 2024 one-slot-per-turn rule still stops you from casting it and a leveled Healing Word on the same turn.

    Frequently Asked Questions

    How does Guiding Bolt work in 5e?

    You make a ranged spell attack against a creature within 120 feet. 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.

    Does Guiding Bolt's advantage work for allies?

    Yes. The advantage applies to the next attack roll made against the target by anyone, not just you. It also applies to an enemy's attack if that is the next attack against the target.

    How much damage does Guiding Bolt do?

    4d6 radiant damage, 14 on average. Each slot level above 1st adds 1d6, so a 2nd-level Guiding Bolt deals 5d6, 17.5 on average.

    Can Guiding Bolt crit in 5e?

    Yes. It uses an attack roll, so a natural 20 is a critical hit and doubles the damage dice. A 1st-level critical deals 8d6, 28 on average.

    Is Guiding Bolt good in 5e?

    Yes, especially from 1st to 4th level. 4d6 damage is high for a 1st-level slot, and the advantage helps the next attacker. It becomes less efficient at higher levels, where 1d6 per slot level does not keep up with stronger spells.

    What happens to the advantage if the next attack misses?

    The advantage is used up. It applies to the next attack roll against the target, whether that roll hits or misses.

    Did Guiding Bolt change in the 2024 rules?

    No meaningful change. The range, damage, attack roll, advantage rider, and upcasting all work the same way. Only the flavor text about dim light was removed.

    Guiding Bolt vs Inflict Wounds in 5e: which is better?

    In 2014 rules, Inflict Wounds is a melee spell attack for 3d10 necrotic, 16.5 on average, so it deals more but requires you to be in melee. Guiding Bolt deals 14 on average from 120 feet and gives advantage to the next attacker. Guiding Bolt is usually the safer pick because of its range and setup.


    Citations: api:spells/guiding-bolt; SRD 5.1; SRD 5.2.1

    Includes SRD content per CC BY 4.0. Sources: dnd5eapi.co, System Reference Document 5.1 and 5.2.1.

    Ready to Stop Forgetting Your Campaign? 7-day free trial. Zero effort. Zero forgotten details.