Spiritual Weapon spell icon: a flanged mace
Icon by Delapouite, CC BY 3.0

Spiritual Weapon 5e spell

2nd-level evocation · 2024 version below

Casting time
1 bonus action
Range
60 feet
Components
V, S
Duration
1 minute
School
Evocation
Level
2
Attack
Melee spell attack
Damage type
Force

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 levelDamageAverage
2nd1d8 + mod force4.5 + mod
3rd1d8 + mod force4.5 + mod
4th2d8 + mod force9 + mod
5th2d8 + mod force9 + mod
6th3d8 + mod force13.5 + mod
7th3d8 + mod force13.5 + mod
8th4d8 + mod force18 + mod
9th4d8 + mod force18 + 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

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.

Spiritual Weapon compared with similar spells

SpellHow it compares
Spirit Guardians3rd level: damages every enemy near you each turn, with concentration. Use both together for the classic cleric combo.
Flaming Sphere2nd level: a ball of fire you ram into enemies with a bonus action, but it needs concentration.
Sacred FlameA cantrip for your action on the same turn you attack with the weapon.
Guiding Bolt1st level: 4d6 radiant with your action, and the weapon’s next attack has advantage.
Magic Weapon2nd level: +1 to a real weapon for an hour. For clerics who fight with their own mace.

Classes that can cast Spiritual Weapon

ClassFirst availableSpellcasting ability
Cleric spells3rd character levelWisdom

Spiritual Weapon in the 2024 rules

The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:

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.

Other 2nd-level evocation spells

Other force spells

Browse: all 2nd-level spells · evocation spells · force damage spells