Casting Time
1 bonus action
School
Evocation
Damage/Effect
Force
Range
60 feet
Class
Cleric
Attack/Save
Melee Spell Attack
Duration
1 minute
Level
2
Components
Verbal, Somatic
Spell Description:
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
2nd level | 5th level | 7th level | 9th level | |
Damage Dice | 1d8 + X | 2d8 + X | 3d8 + X | 4d8 + X |
Minimum Damage | 1 + X | 2 + X | 3 + X | 4 + X |
Average Damage | 4.5 + X | 8.5 + X | 12.5 + X | 16.5 + X |
Maximum Damage | 8 + X | 16 + X | 24 + X | 32 + X |
2nd Level, Evocation, Force, Damage
Level: Cleric (3), Divine Soul (3), Oathbreaker (5), Bard (10, Magical Secrets)
Materials Required: None
Number of Targets: 1
Die Type: d8
Number of Dice: 1 (increased by 1 for every 2 spell slot levels above the 2nd)
Damage Type: Force
Save: N/A
Damage On Successful Save: N/A
Statuses Inflicted: None
Status Duration: None
Affected By Cover: None
Advantage: None
Disadvantage: None
Who can cast Spiritual Weapon?
Clerics and Divine Soul Sorcerers can cast Spiritual Weapon at level 3 when they get their first 2nd level spell slots. Oathbreaker Paladins get access to Spiritual Weapon at level 5 on their expanded spell list.
What is Spiritual Weapon?
Spiritual Weapon allows the player to manifest a spectral weapon using one Bonus Action and make a melee weapon attack against a creature within 5 feet of the weapon.
Using another bonus action, the player can then move the weapon up to 20 feet and make a melee weapon attack against any creature within 5 feet of it.
When and Where should I cast Spiritual Weapon?
Spiritual Weapon can be cast any time a player does not use a leveled spell as their main action and can be maintained and commanded alongside any future leveled spells cast.
It’s an excellent additional damage option that can bolster the damage of any caster.
Why should I take Spiritual Weapon?
Spiritual Weapon is a powerful spell because all of its interactions are bonus actions rather than main actions. Spiritual Weapon can be cast in conjunction with a cantrip such as Sacred Flame for extra damage.
Once cast, its remaining uses are movement and melee spell attacks that do not count as leveled spells, so they can be cast alongside any spell.