Spiritual weapon

Spiritual weapon

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 Spell
Damage: 2-9 + Spellcasting Modifier
1d8 + 1, Force

Summon a floating, spectral mace that attacks your enemies alongside you.

Range: 18m (60ft) Duration: 10 turns

2. Spiritual Weapon: Greataxe

Applies Bleeding on hit.

SPIRITUAL WEAPON: GREATAXE

Level 2 Evocation Spell
Damage: 2-9 + Spellcasting Modifier
1d8 + 1, Force

Summon a floating, spectral greataxe that attacks your enemies and leaves them Bleeding.

Range: 18m (60ft) Duration: 10 turns

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 Spell
Damage: 2-9 + Spellcasting Modifier
1d8 + 1, Force

Summon a floating, spectral greatsword that attacks your enemies and leaves them Bleeding.

Range: 18m (60ft) Duration: 10 turns

4. Spiritual Weapon: Halberd

Applies Bleeding on hit, with the reach of a polearm.

SPIRITUAL WEAPON: HALBERD

Level 2 Evocation Spell
Damage: 2-9 + Spellcasting Modifier
1d8 + 1, Force

Summon a floating, spectral halberd that attacks your enemies and leaves them Bleeding.

Range: 18m (60ft) Duration: 10 turns

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 Spell
Damage: 2-9 + Spellcasting Modifier
1d8 + 1, Force

Summon a floating, spectral maul that attacks your enemies and leaves them Dazed.

Range: 18m (60ft) Duration: 10 turns

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 Spell
Damage: 2-9 + Spellcasting Modifier
1d8 + 1, Force

Summon a floating, spectral spear that attacks your enemies and inflicts Gaping Wounds.

Range: 18m (60ft) Duration: 10 turns

7. Spiritual Weapon: Trident

Also applies Gaping Wounds. Identical to the Spear in everything but appearance.

SPIRITUAL WEAPON: TRIDENT

Level 2 Evocation Spell
Damage: 2-9 + Spellcasting Modifier
1d8 + 1, Force

Summon a floating, spectral trident that attacks your enemies and inflicts Gaping Wounds.

Range: 18m (60ft) Duration: 10 turns

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.

Hellish Rebuke

Hellish Rebuke

Level 1 Evocation spell available to Warlock and a few other sub-classes. It allows the spellcaster to punish attackers by surrounding them in hellfire that deals Fire damage.

Spell description: React to your next attacker with flames that deal 2d10 Fire damage.

Spell properties

  • Damage: 2d10 Fire
  • Damage type: Fire
  • Save: DEX save
  • Attack type: Range
  • Cost: Reaction
  • Recharge: Per turn

Spell upcasting

Deals an additional 1d10 Fire damage per level.

How to obtain Hellish Rebuke

  • Warlock at Class level 1
  • Oathbreaker (Paladin) at Class level 3
  • Asmodeus T ieflings at Character level 3
  • College of Lore (Bard) at Class level 6 via Magical Secrets
  • Bard at Class level 10 via Magical Secrets
  • Granted by Features: Magic Initiate: Warlock

HELLISH REBUKE

Level 1 Evocation Spell
Damage: 2-20
2d10 Fire

Shoot a bright flame from your finger that explodes upon contact, torching everything from your vicinity.

On save: Target still takes half damage

Save: DEX save
Hail of Thorns

Hail of Thorns

Level 1 Conjuration spell available to Ranger. It allows the spellcaster to make a ranged attack that creates a Piercing damage explosion and also deals normal weapon damage.

Spell description: Shoot a volley of exploding thorns. The thorns deal Weapon Damage Slashing Damage to the target and shatter, dealing an additional 1d10 Piercing Damage to the target and surrounding creatures.

Spell properties

  • Damage: 1d10 Piercing + Normal weapon damage
  • Damage type: Piercing
  • Range: 18m (60ft)
  • Area: 2m (7ft) radius
  • Save: DEX save
  • Attack type: Range
  • Cost: Action + Bonus Action + Spell Slot
  • Recharge: Per turn

Spell upcasting

The extra AoE damage increases by 1d10 Piercing for each spell level above the 1st.

How to obtain [Spell Name]

  • Ranger at Class level 1
  • Source item: Gloves of Hail of Thorns

HAIL OF THORNS

Level 1 Conjuration Spell
Damage: Piercing + Weapon damage
1d10 Piercing

Shoot a volley of exploding thorns. The thorns deal Weapon Damage Slashing Damage to the target and shatter, dealing an additional 1d10 Piercing Damage to the target and surrounding creatures.

On save: Targets still take half damage from the explosion. ON MISS: Thorns still explode.

Range: 18m (60ft) Save: DEX save
Fire Bolt

Fire Bolt

Fire Bolt is an Evocation Cantrip available to Sorcerer, Wizards, and several other sub-classes. High Elfs and High Half-Elfs can also choose it as a Cantrip from the Wizard spell list.

Spell description: Hurl a mote of fire.

Spell properties

  • Damage: 1d10 Fire
  • Damage type: Fire
  • Range: 18m (60ft)
  • Area:
  • Duration:
  • Concentration
  • Ritual: 0
  • Save:
  • Attack type: Attack roll
  • Conditions applied:
  • Cost: Action
  • Recharge: Per action

Spell at higher levels

At character level 5, damage increases to 2d10 Fire. At character level 10, damage increases to 3d10 Fire.

How to obtain [Spell Name]

  • Sorcerer, Wizard at Class level 1
  • Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
  • High Elf and High Half-Elf at Character level 1
  • College of Lore (Bard) At Class level 6 via Magical Secrets.
  • Bard at Class level 10 via Magical Secrets.
  • Granted by features: Magic Initiate: Sorcerer, Magic Initiate: Wizard, Spell Sniper
  • Granted by items: Incandescent Staff, Gold Wyrmling Staff

Fire Bolt

Level 1 Evocation Cantrip
Damage: 1-10
1d10, Fire

Hurl a mote of fire.

Feather Fall

Feather Fall

Level 1 Transmutation spell available to Bard, Sorcerer, Wizard and other sub-classes. It allows the spellcaster to make themselves or their allies light as a feather, preventing damage when falling from extreme heights.

Spell description: Slow the rate of descent of allied creatures. They become Immune to Falling damage.

Spell properties

  • Range: Self
  • Area: 9m (30ft) radius
  • Duration: 10 turns
  • Ritual spell
  • Conditions applied: Rate of falling is slowed, grants immunity to fall damage.
  • Cost: Bonus Action + Spell Slot
  • Recharge: Per action

Spell upcasting

No extra benefits.

How to obtain Feather Fall

  • Bard, Sorcerer, Wizard at Class level 1
  • Draconic Bloodlone (Sorcerer) at Class level 1
  • Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class Level 3
  • Granted by features: Magic Initiate: Bard, Magic Initiate: Sorcerer, Magic Initiate: Wizard
  • [Extra details about the spell must be added manually here]
  • Feather Fall can also be cast using the following items: Mystra’s Grace & Corvid Token

FEATHER FALL

Level 1 Transmutation Spell

Shoot a bright flame from your finger that explodes upon contact, torching everything from your vicinity.

Range: 9m Duration: 10 turns