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.
Spiritual Weapon damage by spell slot level
Spell slot level
Damage
Average
2nd
1d8 + mod force
4.5 + mod
3rd
1d8 + mod force
4.5 + mod
4th
2d8 + mod force
9 + mod
5th
2d8 + mod force
9 + mod
6th
3d8 + mod force
13.5 + mod
7th
3d8 + mod force
13.5 + mod
8th
4d8 + mod force
18 + mod
9th
4d8 + mod force
18 + mod
Averages are the dice’s expected total; “mod” is your spellcasting ability modifier. Roll any row in the dice roller.
How Spiritual Weapon plays
As a bonus action, you create a floating spectral weapon within 60 feet and make a melee spell attack with it against a creature next to it, dealing 1d8 + your spellcasting modifier in force damage. On each of your later turns, a bonus action moves it up to 20 feet and attacks again, for a minute.
It doesn’t need concentration, and it leaves your action free. That’s what makes it one of the best cleric spells: you can hold Bless or Spirit Guardians, cast a cantrip or heal with your action, and still hit something with the weapon every turn.
When to pick Spiritual Weapon
Most clerics should have it prepared from 3rd level. Over a full fight it’s one of the best damage-per-slot spells at 2nd level.
Cast it in a round when you don’t need your bonus action elsewhere. After that, it competes with Healing Word for your bonus action each turn, so decide which matters more.
Don’t count on it as a wall. It’s a spell effect, not a creature, so it can’t make opportunity attacks, and most DMs don’t let it block movement.
Common questions
Does Spiritual Weapon need concentration?
No. It lasts a full minute whatever you do, which is why it pairs so well with concentration spells like Spirit Guardians and Bless.
Can I cast Spiritual Weapon and Spirit Guardians on the same turn?
No. Spiritual Weapon is a bonus-action spell, so the only other spell you can cast that turn is a cantrip with a casting time of 1 action. Cast one this turn and the other next turn.
Do I have to cast it again to attack each turn?
No. On later turns, moving and attacking with the weapon is a bonus action, not casting a spell, so you can cast any spell with your action on those turns.
How much damage does it do when upcast?
One extra d8 for every two slot levels above 2nd: 2d8 at 4th level, 3d8 at 6th and 4d8 at 8th. A 3rd-level slot gives nothing extra.
Does Spiritual Weapon give advantage for flanking?
No. It isn’t a creature, so it can’t flank, take the Help action or make opportunity attacks.
Can it attack on the turn I cast it?
Yes. Casting it includes one attack against a creature within 5 feet of where it appears.
The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:
Duration: 1 minute → up to 1 minute.
It now requires concentration.
Casting time
Bonus Action
Range
60 feet
Components
V, S
Duration
Concentration, up to 1 minute
School
Evocation
Level
2
Classes
Cleric
Tags
concentration
You create a floating, spectral force that resembles a weapon of your choice and lasts for the duration. The force appears within range in a space of your choice, and you can immediately make one melee spell attack against one creature within 5 feet of the force. On a hit, the target takes Force damage equal to 1d8 plus your spellcasting ability modifier.
As a Bonus Action on your later turns, you can move the force up to 20 feet and repeat the attack against a creature within 5 feet of it.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for every slot level above 2.
2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.