Can Spiritual Weapon Fly

  • Within range, you generate a floating, spectral weapon that lasts for the duration of the spell or until you perform it again. You can make a melee spell attack against a creature within 5 feet of the weapon when you cast the spell. On a hit, the target takes 1d8 + your spellcasting ability modifier in force damage. You can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it as a bonus action on your turn. The weapon can take whatever shape you want. Clerics of deities connected with a specific weapon (such as St. Cuthbert's mace or Thor's hammer) make the effect of this spell resemble that weapon.

Can spiritual weapon flank?

It is not a person, a character, or an ally who is the spiritual weapon. It's a result of a spell. It doesn't allow for flanking or chance attacks.

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Can you use spiritual weapon twice?

No, everything happens as an afterthought. When you first cast, you get a bonus action of casting and attacking. During your attack action, you can do other things, but you can't cast another spell unless it's a cantrip with a casting time of one action. You can use your bonus action on your next turn to move the spiritual weapon and attack with it. In your attack phase, you can then perform other things. So, each turn, you can use your bonus action to move and attack with the spiritual weapon, then use your attack action to accomplish other things. During your attack action, you can't move or attack with the spiritual weapon; only during the bonus action may you do so.

How long does spiritual weapon last?

Spiritual Weapon is a Cleric spell of the second level. It lasts one minute and requires a bonus action to cast. When you perform the spell, a spectral weapon appears within 60 feet of you, and you can use it to attack a creature within 5 feet of it with a melee spell attack. The weapon deals 1d8 + your spellcasting modifier in force damage if it hits. On future rounds, you can use a bonus action to move the weapon up to 20 feet and repeat the attack; if your target is still within reach, you do not need to move the weapon to attack.

The damage of an attack increases by 1d8 for every two levels above 2nd when cast with a higher level slot.

It's important to remember that you're making a spectral weapon, not a creature or an object. It does not occupy its space, allowing creatures to freely walk through it), and moving out of its reach does not result in a chance attack.

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