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Yes, RAW you are most likely right, and Spirit Guardians shouldn't stack.
However, there have been points made, that this rule is intended for de-/buffs, not for dmg effects. I personally as a gm would probably handle this on a case by case basis and would try to favour whatever brings the players the most options for their play.
ie the damage from both spirit guardians would apply, however the speed debuff only applies once. The Players invested the spell slots, so they'd get the effects. However in such a campaign NPCs would use the same tactics against the players then (while watching that I don't overdo it as a gm).
I've also seen this ruling from other GMs or in arguments.
However, I also always was in the lucky position of my players not abusing things like this, but using it because it made sense for their characters. Would I have players that abused mechanics like that, I would absolutely stop that. Not via ruling, but by an encounter showing up that abuses it the same way, they did, just in a more thorough manner. Usually that helps them understand the point. ;)
Just thought of 4 clerics with spirits destroying everything that approaches. Obvious rule leak
. (DMG p. 252)
Edit:
If your copy of the DMG doesn't have that ruling see the Official Errata on the start of page 2:
https://media.wizards.com/2018/dnd/downloads/DMG-Errata.pdf
Since damage is an instantaneous effect, there is no overlap. Spirit Guardians doesn't cause ongoing damage, it's a new save for a new damage roll every round. Lightning bolt doesn't cause ongoing damage, sneak attack doesn't cause ongoing damage, extra attack doesn't cause ongoing damage, breath weapon doesn't cause ongoing damage.
Edit:
There it's pretty clear, that it is an area effect. However any area can only ever have 1 active effect of the same name, ergo no 2 Spirit Guardians triggering at the same time, if you go by RAW.
Two greases are overkill.
Two drinking clouds should give only one save
Two cloud kills
Two webs
Two evards
Two spirit guardians etc
Otherwise the game provokes infinite stacking of clouds in top of clouds it's broken. Five webs on top of each WILL beat legendary saves in no time
Remember killing firkraraag with a million traps stacked on top of one another? How stupid was that
Just thinking what happens when there are too many effects of the same type and this produces times more area damage or sav d than the spell was designed to deal.
To the point there are insta kills.
This game grid hex still is classified ad covered in web
See this quote that you referenced as being in the 5E DMG on page 252? You should probably check that because it doesn't exist. Page 252 of the DMG contains optional rules for facing and diagonals and some rules for running chases. Why don't you find out where this actually comes from. I'm holding the book in my hands right now and the passage you reference isn't there. But just in case, here are a couple links for you to see for yourself.
https://online.anyflip.com/ofsj/axvy/mobile/index.html#p=252
https://archive.org/details/dungeon-masters-guide/Dungeon%20Master%27s%20Guide/page/n251/mode/2up
Damage isn't a persistent effect.
Correct, because Web causes the Restrained condition and conditions only stack duration and not effect. Web doesn't cause damage.
No, the Spirit Guardians Damage isn't a persistent effect. However, the Spirit Guardians Area that triggers the damage roll is a persistent effect. As those can't overlap, only the stronger one is active at any given area, and thus the damage can only be triggered once.
And Spirit guardians slow the target and trigger the damage roll Neither the slow nor the trigger stack. Only the most potent one can be active at the same time.
However, if you go to the PHB in your second link On page 186/187 (Chapter 10, I can't decipher the original Page number, sry) You'll find pretty much the same ruling there under the headline "Combining Magical Effects".
I assume your pdf is from one of the earlier editions of the dmg, and later editions have this passage added.
Edit:
Link to the passage in the DMG on DDB:
https://www.dndbeyond.com/sources/dmg/running-the-game#CombiningGameEffects
Link to the passage in the PHB on DDB:
https://www.dndbeyond.com/sources/phb/spellcasting#CombiningMagicalEffects
They obviously only work, if you own those nooks on DDB, which is why I originally didn't want to link to DDB.
Edit 2:
You can also find it in the DMG Errata on the top of the second page:
https://media.wizards.com/2018/dnd/downloads/DMG-Errata.pdf