You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
School: Divination Cantrip

Who can cast Guidance? Clerics, Druids, and Artificers have Guidance on their class spell lists. Divine Soul Sorcerers have access to the Cleric spell list, giving them access to Guidance.

Player’s Handbook 2024, pg. 282

OVERALL RATING: S-TIER

Category Score
Combat Rating 2/10
Exploration Rating 10/10
Social Rating 4/10
Raw Power 8/10
Versatility 8/10
Efficiency 9/10
Upcast Scaling 1/10

Learn more about how my spell rating system works

Guidance 5e

Guidance is arguably the most powerful cantrip in the game outside of combat. In the 2014 rules, it was a catch-all buff that players would shout (“I cast Guidance!”) whenever an out-of-combat d20 was about to be rolled. In the 2024 update, the spell has been slightly tweaked, but it retains its S-tier status as a must-have cantrip.

This article will cover what changed in the 2024 PHB versoin of Guidance, why it’s so good, and practical advice for DMs and players looking to make Guidance feel more narratively and mechanically satisfying.

A Cleric casts Guidance on Firbolg Ranger to help him track their quarray

What Does Guidance Do in 5e?

Guidance is a buff that enhances a creature’s competency with a specific set of tasks for up to one minute. When you cast it, you must specify one of the 18 Skills in DnD (such as Athletics or Insight).

For the next minute, every time the target makes an Ability Check using that specific skill, they roll a d4 and add it to the total. Since the spell requires Concentration, you can only maintain it on one creature at a time, and you can’t cast it if you’re already Concentrating on another spell (unless you decide to end that spell early).

How did Guidance change in the 2024 PHB?

The 2024 update altered the scope and application of Guidance. The key changes are:

  • Skill specificity: In 2014, Guidance applied to “one ability check of [the target’s] choice.” In 2024, the caster must “choose a skill”. This means it no longer works on raw Ability Checks (like breaking a door with straight Strength) or Initiative rolls.
  • Duration vs. usage: In 2014, the spell ended immediately after the target used the bonus once. In 2024, the spell lasts for the full duration (Concentration, up to 1 minute). The target benefits from the +1d4 on every check with that skill made during that minute.

Spell Rating: Guidance

Overall: 👑 S-Tier (Essential Support)

Contextual Performance (1-10)

  • Combat: 2/10. This rating has dropped significantly. In the 2014 rules, Guidance could be used to boost Initiative (which is a Dexterity check). Because the 2024 rules require you to “choose a skill”, and Initiative is not a skill, this combat application is gone.

    It has almost no combat use unless you are trying to Hide (Stealth) or Grapple (Athletics) repeatedly. It’s nearly impossible to cast this perfectly within one minute of combat starting, and even if you can, there’s likely something better you could be Concentrating on (like Bless).

  • Exploration: 10/10. Guidance is now slightly better than ever for exploration. If a Rogue is scouting ahead, you can cast Guidance (Stealth). For the next minute, every Stealth check they make gets +1d4. Previously, it would fall off after the first check.

    It’s not a huge buff, though, IMO — it’s a rare circumstance that your DM will call for multiple ability checks using the same skill within one minute of in-world time.

  • Social: 4/10. Similar to exploration, this is a small buff for “face” characters. If you cast Guidance (Persuasion) on your Bard before they enter a negotiation, they get the bonus on every point they argue for the next minute. That being said, it’s not usually acceptable to cast spells in polite society — even a non-hostile spell might raise suspicions enough to counter the benefit of +1d4 on whatever skill check you’re making. That said, if you can cast it with Subtle Spell or out of sight/earshot before a conversation kicks off (and you make the check within the next minute), it still has some social utility.

Note: The buffs for Guidance in the 2024 version are, in my opinion, negligible. Guidance was fantastic before, and it’s still fantastic. The loss of Initiative-boosting utility is likewise not a big deal — most groups weren’t using it that way anyway (it was kind of cheesy, anyway).

Core Metrics (1-10)

  • Raw Power: 8/10. A +2.5 average bonus is equivalent to instantly becoming proficient in a skill from levels 1-8 (proficiency bonus = +2 at levels 1-4, +3 at levels 5-8). It breaks the math of “Bounded Accuracy” for free (see my video below for why that’s such a big deal in 5e).

  • Versatility: 8/10. While you have to lock in a skill, there are 18 skills to choose from. It is useful in almost every non-combat scenario imaginable. A DM might limit your ability to use it in some social situations (spellcasting might be frowned upon, regardless of whether a spell is directly harmful or not), but it’s still a Swiss army knife of a spell.

  • Efficiency: 9/10. It costs nothing but an action and Concentration. It is a cantrip, so it consumes no resources. That said, if you have a long-term Concentration spell active (like Pass Without Trace), it’s probably not worth breaking it and losing a higher-level spell slot for the bonus that Guidance provides.

  • Upcast Scaling: 1/10. This spell does not scale.

Playstyle and Synergy

  • Playstyle: This is the ultimate “active exploration” tool. You should be casting this constantly when the party is investigating a room, tracking a foe, or moving quietly.

  • Party Synergy: High. It stacks with Bardic Inspiration and the Help action. A Rogue with Expertise, Help, and Guidance is nearly incapable of failing a standard DC 15 check.

Player Tip: The “Social Casting” Problem

Guidance has Verbal and Somatic components. This means you must chant magic words and wave your hands to cast it.

While the spell is amazing for Persuasion checks, casting a spell right in front of a King or a Shopkeeper is usually considered rude, threatening, or weird. You generally cannot use this during a social interaction without the NPC noticing. You must cast it before you walk into the room (and start talking fast!).

What Are the Rules for Guidance in 5e?

The rules for Guidance in the 2024 Player’s Handbook are as follows:

  • Guidance does not work on Initiative. Initiative is an Ability Check, but it is not a Skill. Since the spell requires you to “choose a skill”, you cannot choose “Initiative.”

  • It does not work on raw Ability Checks. If the DM asks for a straight “Strength Check” to lift a gate, Guidance cannot help, because Strength is not a skill (unless the DM allows Athletics for that specific action).

  • It stacks with other buffs. You can benefit from Guidance, Bardic Inspiration, and the Help action simultaneously. You cannot benefit from two instances of Guidance at the same time (e.g., a Cleric and a Druid cannot both give you +1d4) (PHB 2024, pg. 238).

  • It applies to every check in the duration. If you choose Perception and the target searches three different boxes in one minute, they get +1d4 on all three checks.

  • Guidance has no affect on attack rolls or saving throws. The Sage Advice Compendium clarified that attack rolls and saving throws are not “basically specialized ability checks” (SAC 10).

    It even uses Guidance as an example, explicitly stating that it only affects ability checks, not attack rolls or saving throws.

  • You can cast Guidance on yourself. You can use touch spells on yourself, and you’re a willing creature.

dungeons and dragons minis fighting

How to Use Guidance in 5e

Here are the optimized ways to utilize Guidance under the 2024 rules:

  1. Use it when you’ve got time. Pretty much any time you or an ally have a slow-paced, unpressed ability check, there’s no reason not to cast Guidance. This means you’ll be using Guidance a lot for exploration-type activities, but not so much for social- or combat-focused tasks.

    In my experience, Guidance really shines for helping with puzzles, dungeon investigation, and general exploration.

  2. Consider the duration of the task. Guidance only lasts one minute, so unless its feasible (and in character) to repeatedly cast Guidance every minute (which requires a verbal component and touching the target), it doesn’t really work with long-term tasks.

    In other words, skills like Stealth, Investigation, and Perception are unlikely to benefit from Guidance in most situations (DM- and situation-dependent). Instead, bust out Guidance when an ally has to do something really quick, like jump across a chasm, bust open a tomb, or pick a lock.

  3. Predict when ability checks are imminent. While some DMs are generous, many won’t allow you to add Guidance to an ally once they’ve already called for an ability check.

    As a player with Guidance prepared, it’s up to you to determine when an ally might need help with a task they’re considering and to apply the spell before they formally declare what their character is doing.

  4. Combine it with the Help action. The Help action gives an ally within 5 feet advantage on an ability check if the helper is proficient in the skill (PHB 2024, pg. 368). It’s not always feasible (the task needs to actually benefit from two people working together), but when it is, it’s a great thing to do.

    Advantage and +1d4 on an ability check should all but guarantee success, especially if you stack it on the party member who’s already well-suited for the task.

  5. Be cautious using Guidance in social situations. The verbal component aspect of the spell means that onlookers will notice you casting a spell. And that’s suspicious to most people mid-conversation.

  6. Pair it with Subtle Spell. The Subtle Spell metamagic that Sorcerers (or those with the Metamagic Adept feat) have access to eliminates the Verbal and Somatic components that Guidance has. That means that, as long as you can still touch your ally, you can use this in the middle of conversation. That opens up way more social utility for this spell.

  7. Empower Counterspell. Counterspell requires an ability check to counter higher-level enemy spells. Of course, you’ll have to be able to predict that your ally will need to Counterspell in the next round, and it itself is a reaction spell.

    The conditions for all this to work out are quite uncommon, but this is one of the rarer good combat usage of Guidance that I’m aware of.

  8. Employ a phrase other than “I cast Guidance.” For the sake of your sanity, fun, DM, and fellow players, you’re going to want to come up with a catchphrase to take the place of “I cast Guidance.”

    Something as simple as “may [insert deity name here] bless you in your task” works wonders for improving the feel of casting Guidance every 5 minutes. That and a nice description of embracing your buddy’s shoulder or giving them a high-five helps paint a more vivid picture of what’s happening.

    It also doesn’t have to always be the same thing, but can instead depend on context. For example, “may [deity] watch over you,” as your friend goes to jump a wide chasm, or “let [deity]’s wisdom guide you” as they attempt to pick a lock.

  9. The “scout” buff. Before your Rogue moves ahead to check for traps or enemies, cast Guidance and choose Stealth or Perception. For the next minute, they are supercharged. This is superior to the 2014 version, which would have worn off after the first check.

  10. The “researcher” buff. When a Wizard is trying to decipher a magical rune or read an ancient text, cast Guidance (Arcana) or Guidance (History). Since these tasks often involve multiple checks or continuous study, the minute-long duration covers the entire effort.

  11. The “grappler” support. While niche, you can cast Guidance (Athletics) on your Barbarian ally. For the next minute, they get +1d4 on every grapple attempt and every shove attempt they make. Not bad if you know a fight is going to break out within the next minute

  12. Respect your DM. Guidance is annoying — there, I said it. While it definitely is spammable, it can get old. If your DM says Guidance won’t work in a given situation, respect their decision; don’t argue to try to get more utility out of an already stupidly good spell.

Is Guidance a Good Spell in 5e?

Yes, Guidance is a very good spell in DnD 5e. Many, many ability checks that your party faces will benefit from Guidance, and a d4 averages out to a +2.5 average modifier. That’s quite significant with 5e’s design principle of bounded accuracy.

People often mention Guidance’s concentration requirement as a negative, but it rarely actually is. Unless you have another long-term concentration spell going, like Pass Without Trace, it’s not an issue.

That being said, Guidance is often a source of player and DM grumbling due to its constant utility and use. More on that below.

Guidance 5e DM Tips

Some new DMs and players wonder why Guidance can’t simply be applied to all ability checks, therefore ending the need to say “I cast Guidance” every time and just assuming a flat +1d4 bonus to ability checks for all party members at all times.

There are a few good reasons why I don’t recommend this. Mainly because Guidance isn’t always applicable; far from it, in fact.

Here are all the conditions that can make Guidance un-usable:

  1. The task duration is too long. If something can’t be done in under 1 minute, then Guidance won’t be of any use (unless the Cleric is able and willing to hover over their buddy and chain-cast Guidance every minute).

    Examples of this include stealthing past guards, a perception check over a long watch, investigating a large room, completing a long performance, or climbing a cliffside.

  2. Inappropriate social setting. Guidance has a verbal component, so people around the caster will take notice and likely turn hostile or at least suspicious (“what’s that guy muttering?”)

    This rules out using Guidance for Deception, Persuasion, and Intimidation checks mid-conversation. Plus, most conversations are <1 minute, so even pre-combat casting won't work for these tasks.

  3. Not knowing what their ally is doing. If the character would have no way of knowing that their ally is making an ability check, they can’t exactly intuitively know to provide them with Guidance at that exact moment.

    Examples of this include making an Insight check to determine if someone is lying, making a history check to remember a fact, or making a religion check to recall some lore. If it’s happening only in the player’s mind, and they haven’t communicated the need to help to the player with Guidance, then the caster shouldn’t meta-game to cast it on their ally.

  4. Unexpected checks. If you call for an ability check, it’s too late for someone to cast Guidance.

    Examples of this include a Perception check to notice stealthing creatures or an Arcana check to recognize a spell (XGtE 85).

  5. The caster is distracted. This isn’t a technical limitation of the spell, but rather a tool you can employ. The idea is to raise the opportunity cost of casting Guidance from basically nothing to something more substantial.

    For example, if a Cleric has to decide between keeping watch for enemies and casting Guidance on the Rogue who’s trying to pick a lock, all of a sudden, they have to question whether a 1d4 bonus is worth possibly getting ambushed.

Ultimately, you don’t have to punish players for using Guidance all the time. You don’t even have to implement these limitations at all — a 1d4 bonus on all ability checks won’t break your game, and it’s pretty easy to scale up for it in any case – just add 2 to whatever DC you normally give the task. 🙂

But if you talk to your players about these limitations before you start a campaign, they should naturally self-regulate their use of the spell. Because at the end of the day, it’s a cool utility cantrip that does feel good to use. Just not so much when it’s 50%+ of what a character does.

DnD 5e Guidance FAQ

  1. Does Guidance work on Initiative in 2024? No. In the 2024 rules, you must “choose a skill” when you cast Guidance. Initiative is an Ability Check, but it is not a Skill. Therefore, you cannot select it as the target of the spell.

  2. Can you cast Guidance as a reaction? No. Guidance has a casting time of “1 Action”. You must cast it proactively on your turn. You cannot cast it in response to a failed roll.

  3. Does Guidance apply to attack rolls? No. Attack rolls are not Ability Checks. Guidance only applies to Ability Checks using the chosen skill.

  4. Does Guidance stack with Bardic Inspiration? Yes. Guidance adds a d4 and Bardic Inspiration adds a Bardic Die. These are different game features with different names, so they stack.

2014 Guidance (Legacy Version)

The text below covers the version of Guidance found in the 2014 Player’s Handbook. I have preserved this section for players running legacy campaigns or using older modules that haven’t updated to the 2024 rule set.

If you are playing with the 2024 rules, use the guide at the top of this page.

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
School: Divination cantrip

Player’s Handbook 2014, pg. 248

Matt Zane

Author, DnD Lounge

Matt Zane started DnD Lounge in 2021. Matt began playing DnD 5e in 2015, and has been DMing since 2017. He loves optimization, but also enjoys looking for creative ways to use spells and abilities that follow the spirit and letter of the rules. He also eschews pure optimization in favor of a more balanced approach, where building a character is primarily about serving an interesting story arc and party dynamics rather than maxing out DPR.