Spiritual Weapon is one of the most famous cleric spells in Dungeons & Dragons 5e, and for good reason: it lets you summon a floating, spectral weapon that bonks enemies with divine authority while you continue doing cleric thingshealing, blasting, blessing, judging, or dramatically pointing at goblins like you own the dungeon.
In classic 2014 D&D 5e, Spiritual Weapon is beloved because it deals reliable force damage, uses a bonus action, and does not require concentration. That means a cleric can cast it while maintaining other major concentration spells such as Bless, Spirit Guardians, or Shield of Faith. In the 2024 rules, however, the spell was updated: it now requires concentration but scales more aggressively when cast with higher-level spell slots. Because many tables still use 2014 rules, while others are moving to 2024 rules, this guide explains both versions clearly.
What Is Spiritual Weapon in D&D 5e?
Spiritual Weapon is a 2nd-level evocation spell most commonly associated with clerics. When you cast it, you create a floating spectral weapon within 60 feet. The weapon can look however you want: a glowing mace, a radiant sword, a hammer shaped like a holy argument, a celestial frying pan, or a miniature battle-axe with serious workplace energy.
The spell immediately allows you to make a melee spell attack against a creature within 5 feet of the weapon. If the attack hits, the target takes force damage. On later turns, you can use your bonus action to move the weapon up to 20 feet and attack again.
Spiritual Weapon Quick Stats: 2014 D&D 5e
| Feature | 2014 5e Version |
|---|---|
| Spell Level | 2nd-level evocation |
| Casting Time | 1 bonus action |
| Range | 60 feet |
| Components | Verbal and Somatic |
| Duration | 1 minute |
| Concentration | No |
| Damage | 1d8 + spellcasting ability modifier force damage |
| Movement | Up to 20 feet as part of the bonus action on later turns |
Spiritual Weapon Quick Stats: 2024 Rules
Under the 2024 Player’s Handbook version, Spiritual Weapon still uses a bonus action, has a 60-foot range, deals force damage, and attacks with a melee spell attack. The major changes are that it requires concentration and its upcasting improves by 1d8 for every spell slot level above 2nd, rather than every two slot levels. In plain adventurer English: the new version hits harder when upcast, but it now competes with other concentration spells. That is a big tactical tradeoff.
How to Cast Spiritual Weapon
To cast Spiritual Weapon, you need to spend a 2nd-level spell slot and use your bonus action. You choose a point within 60 feet where the spectral weapon appears. Then, as part of casting the spell, you can immediately make one melee spell attack against a creature within 5 feet of that weapon.
That last detail is important. The weapon does not appear and politely wait until next turn like it has scheduling issues. It can attack right away when you cast the spell, assuming a target is within 5 feet of it.
Step-by-Step Casting Example
- Your cleric sees an ogre 45 feet away.
- You use your bonus action to cast Spiritual Weapon.
- You place the weapon in a space within 5 feet of the ogre.
- You roll a melee spell attack using your spell attack bonus.
- If you hit, the ogre takes 1d8 + your Wisdom modifier force damage.
- You still have your action available, but because you cast a leveled spell as a bonus action, your action spellcasting is limited by the bonus-action spell rule.
What Can You Do With Your Action After Casting It?
In 2014 5e, casting a spell as a bonus action means you cannot cast another leveled spell during the same turn. You can, however, cast a cantrip with a casting time of 1 action. For example, a cleric can cast Spiritual Weapon as a bonus action and then cast Sacred Flame or Toll the Dead as their action. What you cannot normally do is cast Spiritual Weapon and then cast Guiding Bolt on the same turn, because both use spell slots.
On later turns, using your bonus action to command the weapon is not the same as casting a new spell. That means you can use your bonus action to move and attack with Spiritual Weapon, then use your action to cast another leveled spell if you want. This is one of the spell’s strongest tactical features in the 2014 rules.
How Spiritual Weapon Attacks Work
Spiritual Weapon makes a melee spell attack. That means you roll a d20 and add your spell attack bonus, which usually equals your proficiency bonus plus your spellcasting ability modifier. For clerics, that spellcasting ability is Wisdom.
If your cleric has a Wisdom modifier of +4 and a proficiency bonus of +3, your spell attack bonus is +7. If you hit, the damage is not +7. The damage is 1d8 + your spellcasting ability modifier, so in this example it would be 1d8 + 4 force damage.
Why Force Damage Matters
Force damage is one of the best damage types in D&D 5e because very few monsters resist it. Fire, cold, poison, and necrotic damage often run into resistance or immunity depending on the creature. Force damage usually shows up, punches the problem, and leaves before anyone can object.
This reliability is a huge reason Spiritual Weapon stays useful across many levels. You are not gambling on a damage type that half the dungeon ignores. You are swinging divine force, and force damage tends to age like fine elven wine.
Best Ways to Use Spiritual Weapon in Combat
Spiritual Weapon is simple on paper, but smart positioning makes it much stronger. The weapon only moves 20 feet per bonus action, so where you place it matters. Do not summon it far away from the fight unless you enjoy watching your holy hammer spend three rounds commuting.
1. Cast It Near a Priority Target
The best target is usually a dangerous enemy that will stay within reach for at least a round or two. Boss monsters, enemy spellcasters pinned by your frontline, and big bruisers locked in melee are perfect targets. If the target is likely to run 60 feet away next turn, Spiritual Weapon may spend too much time waddling after them like a glowing mall cop.
2. Pair It With Concentration Spells in 2014 5e
In 2014 rules, Spiritual Weapon does not require concentration, so it pairs beautifully with spells like Bless, Spirit Guardians, Bane, or Shield of Faith. This lets clerics create a strong action economy engine: your concentration spell controls or buffs the battlefield, your action handles healing or cantrips, and your bonus action keeps the spectral weapon smacking enemies.
3. Use It When You Need Damage Without Entering Melee
Clerics can be tough, but not every cleric wants to stand nose-to-nose with a troll. Spiritual Weapon lets you contribute melee-style pressure from a safer position. You can stand behind cover, protect the wizard, or keep your distance while your divine weapon handles the personal-space violation.
4. Think About Bonus Action Competition
The spell is excellent, but it is not free. It uses your bonus action every turn if you want it to keep attacking. That can compete with other bonus-action options such as Healing Word, certain subclass features, feats, or magic items. If your party constantly needs emergency healing, Spiritual Weapon may occasionally lose its bonus-action slot to keeping someone alive. Annoying? Yes. Necessary? Also yes. The barbarian cannot tank if they are face-down examining the floor tiles.
Spiritual Weapon Upcasting: Is It Worth a Higher Slot?
In 2014 D&D 5e, Spiritual Weapon scales slowly. The damage increases by 1d8 for every two spell slot levels above 2nd. That means a 3rd-level slot does not improve the damage. A 4th-level slot increases it to 2d8 + your spellcasting modifier. A 6th-level slot increases it to 3d8 + your modifier, and an 8th-level slot increases it to 4d8 + your modifier.
Because of that scaling, 2014 Spiritual Weapon is often best cast at 2nd level or 4th level. Spending a 3rd-level slot usually feels inefficient because you get no damage boost. That slot may be better saved for Spirit Guardians, Revivify, Dispel Magic, or another high-impact spell.
In the 2024 rules, the spell scales better: damage increases by 1d8 for every spell slot level above 2nd. A 3rd-level Spiritual Weapon becomes 2d8 + your spellcasting modifier, a 4th-level version becomes 3d8 + your modifier, and so on. That makes upcasting more attractive, but the concentration requirement makes the decision tougher. You must ask: is this worth my concentration compared with Bless, Spirit Guardians, Banishment, or another powerful option?
Common Spiritual Weapon Rules Questions
Does Spiritual Weapon Get Opportunity Attacks?
No. Spiritual Weapon is not a creature, and it does not have reactions. It attacks only when the spell says it attacks: when you cast it and when you use your bonus action on later turns. If a monster walks away from it, the weapon does not get an opportunity attack. It may be spiritually offended, but rules-wise, it just floats there.
Can Enemies Attack or Destroy Spiritual Weapon?
In normal 5e rules, Spiritual Weapon is not described as a creature or object with hit points, armor class, or saving throws. It is a magical spell effect. Enemies generally cannot simply attack it like they would a summoned creature. However, spells and effects that end magic, such as Dispel Magic, may be relevant depending on your DM’s ruling and the edition being used.
Can Spiritual Weapon Block Movement?
No. Since it is not a creature and has no listed physical body, it does not occupy space in the same way a creature does. It cannot form a wall, block a hallway, hold a door shut, or serve as a glowing divine traffic cone. It damages enemies when commanded to attack; it does not become battlefield furniture.
Can You Hold Spiritual Weapon?
Rules as written, no. The weapon is spectral and magical. It is not a normal weapon you can grab, swing with your Strength score, throw across the room, or use to cut birthday cake. You decide what it looks like, but it still functions according to the spell description.
Can You Cast Two Spiritual Weapons?
In the 2014 wording, the spell lasts until the duration ends or until you cast the spell again. That means casting it again replaces the previous one rather than giving you a tiny divine weapon factory. Sorry, dual-wielding spectral chainsaws remains a dream for another subclass.
Best Classes and Builds for Spiritual Weapon
Spiritual Weapon is primarily a cleric spell, and clerics use it extremely well because their Wisdom-based spellcasting makes the attack accurate and the damage respectable. It fits many cleric domains, but some benefit from it more than others.
Life Cleric
Life clerics often spend actions healing, stabilizing the party, or maintaining defensive magic. Spiritual Weapon gives them a way to add damage without abandoning their support role. A Life cleric can heal with an action and still pressure an enemy with a bonus-action attack on later turns.
War Cleric
War clerics naturally enjoy the image of divine weaponry smashing foes. Spiritual Weapon fits their theme perfectly, though they may already have bonus-action features competing for attention. Still, when the battlefield needs reliable force damage, the spell is a flavorful and effective option.
Tempest, Light, and Forge Clerics
These clerics often have strong offensive options, but Spiritual Weapon remains valuable because it adds repeated damage without requiring your action after the first cast. It also gives ranged or spell-focused clerics a way to pressure enemies in melee without personally joining the monster hugging club.
Paladins With Access to Spiritual Weapon
Some subclasses or expanded spell lists may give paladins access to Spiritual Weapon. For paladins, the spell can be useful, but the bonus action is often crowded by smites, subclass tools, or other combat features. It is still a good option in fights where you expect several rounds of sustained combat.
Spiritual Weapon Strategy: When to Cast It and When to Skip It
Spiritual Weapon shines in medium-to-long fights. If combat will last only one or two rounds, the spell may not provide enough return on the spell slot. But if your party is facing a tough monster, a defensive position, or multiple waves of enemies, Spiritual Weapon can rack up meaningful damage over time.
Cast Spiritual Weapon When:
- The fight will likely last at least three rounds.
- You have a priority target that will stay near the weapon.
- You want to preserve your action for cantrips, healing, dodging, or other spells on later turns.
- You are using 2014 rules and already concentrating on another powerful spell.
- Your party needs reliable force damage against resistant enemies.
Skip Spiritual Weapon When:
- The enemy is extremely mobile and likely to outrun the weapon.
- Your bonus action is needed for healing or subclass features.
- You are using 2024 rules and your concentration is better spent elsewhere.
- The combat is nearly over.
- You need area damage more than single-target pressure.
Example Combat Round With Spiritual Weapon
Imagine a 5th-level cleric with Wisdom 18 fighting a necromancer and two skeleton guards. The cleric casts Spirit Guardians on round one, creating a dangerous area around themselves. On round two, using 2014 rules, the cleric casts Spiritual Weapon as a bonus action beside the necromancer and attacks. Then the cleric uses their action to cast Sacred Flame. On round three, the cleric uses a bonus action to attack again with Spiritual Weapon, then uses an action to cast Guiding Bolt or heal an ally.
This is why the spell became such a classic. It lets the cleric contribute every turn in multiple ways. The cleric is not just the party’s emergency bandage dispenser. They are a holy multitasking machine with a floating weapon and excellent workplace boundaries.
Spiritual Weapon vs. Spirit Guardians
Many cleric players compare Spiritual Weapon with Spirit Guardians, and the comparison depends heavily on which rules your table uses. In 2014 5e, the two spells work beautifully together because Spiritual Weapon does not require concentration. You can run Spirit Guardians as your main concentration spell while Spiritual Weapon adds bonus-action damage.
In the 2024 rules, both spells compete for concentration. That changes everything. Spirit Guardians affects an area, can damage multiple enemies, and moves with you, while Spiritual Weapon focuses on one target and has limited movement. In many battles, Spirit Guardians may be the stronger concentration choice, especially when enemies cluster together. Spiritual Weapon may still be useful when you need ranged single-target pressure, want to avoid friendly positioning issues, or are using a higher spell slot for improved scaling.
Roleplaying Spiritual Weapon: Make It Memorable
The rules let you choose the weapon’s form, so do not waste the opportunity. A cleric of a storm god might summon a crackling thunder hammer. A grave cleric might call forth a black iron scythe. A knowledge cleric could manifest a glowing quill that stabs enemies with the painful force of peer review. A trickery cleric might summon a rubber chicken made of radiant force. Is that optimal? Maybe not. Is it unforgettable? Absolutely.
Good flavor helps a spell feel like part of your character rather than just a number on a character sheet. Spiritual Weapon is especially fun because it can reflect your deity, domain, personality, backstory, or party running joke. The weapon does not have to be boring unless your cleric worships the god of beige carpets.
Personal Table Experience: What Spiritual Weapon Feels Like in Real Play
At the table, Spiritual Weapon often feels less like a dramatic one-shot spell and more like a dependable teammate who never asks for snacks. It may not always deliver the biggest hit of the session, but it adds steady pressure. That matters more than many new players realize. A cleric who lands two or three Spiritual Weapon attacks over a fight has often contributed a surprising amount of damage while still using their action for healing, cantrips, dodging, or battlefield control.
One of the best experiences with Spiritual Weapon comes from casting it early in a boss fight. The party enters a ruined chapel, the villain starts monologuing, and the cleric quietly drops a glowing mace next to them. Suddenly the enemy has a problem that follows them around. Even if the spell misses once, the threat remains. It forces the DM to think about positioning, and it gives the cleric something useful to do with their bonus action every round.
The spell also teaches new cleric players an important D&D lesson: action economy wins fights. A character who can use an action, bonus action, movement, reaction, and concentration effectively will often outperform a character who only swings once and waits. Spiritual Weapon makes that lesson easy to see. Your action does one thing; your bonus action does another. Congratulations, you are now running a tiny divine business with multiple departments.
However, Spiritual Weapon can disappoint when placed poorly. If you summon it next to a fleeing archer, a teleporting mage, or a monster with high mobility, the weapon’s 20-foot movement can feel painfully slow. It is not a speed demon. It is more like a determined ghost with sensible shoes. The best results come from placing it near enemies that are engaged with your frontline or trapped by terrain, control spells, or opportunity-attack threats from your allies.
Another real-play lesson is that bonus actions are precious. Clerics often want to cast Healing Word when an ally drops to 0 hit points. If Spiritual Weapon is already active, you may have to choose between another attack and saving a teammate. Choose the teammate. Damage is great, but unconscious rogues contribute very little besides dramatic floor decoration.
In 2014 campaigns, Spiritual Weapon feels like a signature cleric tool because it stacks so well with concentration spells. In 2024 campaigns, it feels more like a situational damage spell. That does not make it bad, but it does mean players should think harder before casting it. If concentration is available and the enemy is a durable single target, Spiritual Weapon can still be satisfying. If you are surrounded by enemies, another concentration spell may do more work.
The biggest joy of Spiritual Weapon is flavor. Every table remembers a weird spectral weapon. A glowing anvil dropping onto bandits. A holy rolling pin used by a grandmotherly cleric. A radiant sandal called “The Corrective.” These details do not change the math, but they make the spell yours. And in D&D, style points may not be in the rulebook, but everyone knows they are real.
Conclusion: Is Spiritual Weapon Worth Preparing?
In 2014 D&D 5e, Spiritual Weapon is absolutely worth preparing for most clerics. It is efficient, flavorful, reliable, and action-economy friendly. The lack of concentration makes it one of the best bonus-action damage spells available to clerics, especially in longer fights where repeated attacks add up.
In the 2024 rules, Spiritual Weapon is more complicated. The improved upcasting is nice, but the concentration requirement makes it compete with some of the cleric’s strongest spells. It remains useful, especially for single-target pressure, but it is no longer an automatic pick in every combat situation.
Either way, Spiritual Weapon is one of the most iconic divine combat spells in D&D. Cast it wisely, place it carefully, and give it a memorable form. Anyone can summon a sword. Only a true cleric summons a glowing celestial chair and calls it “Divine Seating Arrangement.”
