Level 2 Evocation spell available to Clerics. It summons a floating spectral weapon that fights alongside you for ten turns. Because it costs a Bonus Action to cast and a Bonus Action to swing, Spiritual Weapon gives a Cleric a second attack every round without ever touching their Action — which is why it is arguably the best Level 2 slot a Cleric will ever spend.
Spell description: Summon a floating, spectral weapon that attacks your enemies alongside you.
Spell properties
- Damage: 1d8 + 1 + Spellcasting Modifier Force
- Damage type: Force
- Range: 18m (60ft)
- Duration: 10 turns
- Conditions applied: Varies by weapon (see variants below)
- Cost: Bonus Action + Spell Slot
- Recharge: Per action
Spell upcasting
For every two spell slot levels above the 2nd, the weapon gains 8 hit points and deals an additional 1d8 Force damage. In practice this means a Level 4 slot gives 2d8, and a Level 6 slot gives 3d8.
How to obtain Spiritual Weapon
- Cleric at Class level 3
- College of Lore (Bard) at Class level 6 via Magical Secrets
- Bard at Class level 10 via Magical Secrets
Source items: Sethan, Harper Sacredstriker. There is no Scroll of Spiritual Weapon in the game.
Spiritual Weapon variants
When casting Spiritual Weapon you choose the form the spectral weapon takes. All seven deal the same Force damage — the difference is the condition each one applies on hit. Force damage is resisted by almost nothing in the game, so the choice is purely about the rider.
1. Spiritual Weapon: Mace
The default form. No rider condition, but no drawbacks either.
SPIRITUAL WEAPON: MACE
Level 2 Evocation SpellSummon a floating, spectral mace that attacks your enemies alongside you.
2. Spiritual Weapon: Greataxe
Applies Bleeding on hit.
SPIRITUAL WEAPON: GREATAXE
Level 2 Evocation SpellSummon a floating, spectral greataxe that attacks your enemies and leaves them Bleeding.
CONDITION: BLEEDING
Condition: Bleeding
- The creature loses hit points at the start of each of its turns.
- Cannot regain hit points while Bleeding.
- Healing removes the condition.
3. Spiritual Weapon: Greatsword
Also applies Bleeding on hit. Mechanically identical to the Greataxe — pick whichever you prefer the look of.
SPIRITUAL WEAPON: GREATSWORD
Level 2 Evocation SpellSummon a floating, spectral greatsword that attacks your enemies and leaves them Bleeding.
4. Spiritual Weapon: Halberd
Applies Bleeding on hit, with the reach of a polearm.
SPIRITUAL WEAPON: HALBERD
Level 2 Evocation SpellSummon a floating, spectral halberd that attacks your enemies and leaves them Bleeding.
5. Spiritual Weapon: Maul
Applies Dazed on hit — the strongest rider of the seven, because a Dazed enemy loses its Reaction.
SPIRITUAL WEAPON: MAUL
Level 2 Evocation SpellSummon a floating, spectral maul that attacks your enemies and leaves them Dazed.
CONDITION: DAZED
Condition: Dazed
- The creature cannot take Reactions.
- Its Movement Speed is reduced.
6. Spiritual Weapon: Spear
Applies Gaping Wounds on hit.
SPIRITUAL WEAPON: SPEAR
Level 2 Evocation SpellSummon a floating, spectral spear that attacks your enemies and inflicts Gaping Wounds.
7. Spiritual Weapon: Trident
Also applies Gaping Wounds. Identical to the Spear in everything but appearance.
SPIRITUAL WEAPON: TRIDENT
Level 2 Evocation SpellSummon a floating, spectral trident that attacks your enemies and inflicts Gaping Wounds.
When to cast Spiritual Weapon
Cast it on turn one, before anything else. It is not Concentration, so it stacks with Bless, Spirit Guardians, or anything else you want running — and for ten turns afterwards your Cleric attacks twice a round for free.
The weapon can be moved and swung with the same Bonus Action, so it will chase a fleeing enemy across the battlefield without costing you anything. Use it to finish off low-health targets your Action can’t reach, or to harass an enemy caster you can’t get to in melee.
Take the Maul unless you have a reason not to. Dazed strips Reactions, which shuts down opportunity attacks and enemy Counterspells, and that is worth more than a few points of Bleeding damage.






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