DND’s Guardian of Faith 5e Movement is unclear, so it is up to the DM to decide how it should be handled. Guardian faith 5e (PHB), 246, does not mention that it is a creature. The guardian, a large spectral creature, appears in spaces you choose and hovers there for the duration. Guardians are invisible except for the shields and swords decorated with the Symbols of their deities.
Guardian of faith
An unoccupied space that you can see within range appears to be filled with a large spectral guardian. This figure occupies that space, except for a gleaming sword and shield that bears the deity’s emblem. Your role is to control the guardian. You command it, and it obeys. Your initiative takes its turn, but it does not act unless you command it to. You can verbally direct the guardian where to go (no action is required from you).
You can use your action to cause the guardian to make one attack against a target within 10 feet of itself; if no specific creature is targeted, the guardian attacks an enemy closest to itself. If the guardian dies, you can use your action on a later turn to return it to life, provided that you are within 120 feet of it. As a bonus action, you can cause the guardian to give temporary hit points equal to half your Cleric level (rounded up) to an ally within 10 feet.
Cause of Guardian
The guardian is not alive. It cannot be charmed, frightened, or possessed by the undead and doesn’t say anything. A creature that attempts to read the guardian’s mind sees a cloudy vision of your deity. As an action, you can cause the guardian to disappear, provided you are within 10 feet of it. The effect also ends if you are ever more than 120 feet away from the guardian or if you dismiss it as an action. The steps we can take to cause the guardian are as follows;
- You can use a bonus action to cause the guardian to make one melee attack against each target within 5 feet of itself (no action required by you). For this attack’s damage, treat the Cleric as if they were three levels higher.
- As a bonus action, you can cause the guardian to disappear, provided that the guardian is within 5 feet of you.
- You can use your action to cause the guardian to make one melee attack against each target within 5 feet of itself (no action required by you). For this attack’s damage, treat the Cleric as if they were three levels higher.
- You must focus on this spell during its duration as if you were concentrating on a spell. If you lose concentration, the guardian immediately disappears in a puff of bright light for 1 round before returning to an unoccupied space within 10 feet of you.
- The guardian has several hit points equal to your Cleric level and an Armor Class of 10 + your Charisma modifier. It is immune to all forms of damage from nonmagical weapons. If the guardian takes 25 damage or more on a single hit from a creature within 5 feet of it, that creature takes an extra 2d6 radiant damage.
- Once per round, while concentrating on this spell (as if on a spell), you can use a bonus action on your turn to teleport a willing ally that you can see up to 30 feet.
- In addition, whenever you use your action to cause the guardian to attack, it can end this effect to gain an advantage on all of its weapon attacks made on that turn. The guardian doesn’t need a hand free to make these attacks; however, if it has no held object available, it will deal 1d4 radiant damage on top of its normal melee weapon damage. If casting this spell concentrating on another one, the guardian disappears for 1 round, ending the spell.
Faith 5e in the Guardian: Facts
This spell summons a large spectral guardian that glows with the power of your deity. While it is not alive, it can move on its own and attack as best it can. This summons has all the traits of the construct type, except for immunity to psychic damage and any magical effect which allows creatures to read its mind or determine things about them. In addition, this construct is immune to difficult terrain and has a fly speed of 10 feet.
The summoned guardian does not require air, food, drink, or sleep; nor does it age or breathe on command into a dead body, although doing so will return it from whence it came if its HP is reduced to 0. A Guardian of Faith 5e can be dismissed as an action. Otherwise, it lasts until its HP is reduced to 0 or it is more than 120 feet away from you, at which point it reappears beside you.