Spirit Guardians vs Spiritual Weapon
Cleric concentration aura vs. cleric bonus-action spirit hammer.
Spirit Guardians
- Level
- 3
- School
- Conjuration
- Casting Time
- Action
- Range
- Self
- Components
- V, S, M
- Duration
- up to 10 minutes
- Concentration
- Yes
- Ritual
- No
- Classes
- Cleric
Protective spirits flit around you in a 15-foot Emanation for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate creatures to be unaffected by it. Any other creature's Speed is halved in the Emanation, and whenever the Emanation enters a creature's
Full entry →Spiritual Weapon
- Level
- 2
- School
- Evocation
- Casting Time
- Bonus Action
- Range
- 60 feet
- Components
- V, S
- Duration
- up to 1 Minute
- Concentration
- Yes
- Ritual
- No
- Classes
- Cleric
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
Full entry →Which one should you pick?
- Pick Spirit Guardians: Pick Spirit Guardians when you can move through a clump of enemies and force damage on every entry.
- Pick Spiritual Weapon: Pick Spiritual Weapon when you want concentration-free bonus damage every round for a minute.
- Tiebreaker: These stack — the optimal cleric loop is "Spiritual Weapon (bonus) + Spirit Guardians (concentration) + Dodge".