Guiding Bolt 5e Op. Guiding bolt is 4d6, which is an average damage of 14.but guiding bolt requires an attack roll, which gives it a fairly substantial chance of whiffing. So objectively, scorching ray will deal more damage than a 2nd level guiding bolt (since gb only deals 5d6 damage). Scorching ray gets crits 3x as often, but guiding bolt gets them 3x larger. 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 1st level, the cleric can cast two spells. Having expertise with guiding bolt 5e, it’s easy to confuse this as a variation of guiding bolt streaking down from the skies. Very solid at low levels both as a support option and for damage output, and radiant damage is normally a rarity for the druid. Not only can you cast guiding bolt using your spell slots, you get to cast it for free a number of times per day equal to your proficiency bonus. Guiding bolt is 4d6, which is an average damage of 14.but guiding bolt requires an attack roll, which gives it a fairly substantial chance of whiffing. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
I doubt they would get to use guiding bolt more than once or twice anyway.
Any spell of 1st level or higher always requires a spell slot to cast (unless you have a feature that specifically states otherwise). For a 1st level spell, this thing seems grossly overpowered to me. Your patron is an inscrutable being who travels the astral plane in search of knowledge and secrets. For damage, magic missile is pretty much better. Guiding bolt is a 1st level cleric spell. Daddy/daughter (5e class) from d&d wiki.