Spiritual Strike
Spell Lists: Cleric
Evocation Cantrip
Casting time: One action
Range: 60 ft
Components: V, S
Duration: Instantaneous
You create a floating, spectral weapon within range that attacks a creature within 5 feet of it, then disappears. Make a melee spell attack. On a hit, the target takes 1d6 force damage.
if you are a cleric with a Divine Domain, you gain additional benefits based on your domain, as shown below
At Higher Levels Beginning at 5th level the spell deals an extra 1d6 force damage (2d6) total. The damage roll increases by the same amount at 11th level (3d6) , and again at 17th level (4d6).
Arcana: If the target is affected by one of your spells, the damage die becomes a d10
Death: If the target is missing 50% or more of its hit points, The damage die becomes d10s
Fate:
Forge: If the attack Hits, sparks fly from the strike. Creatures of your choice within 5ft of the target equal to the number of d6s rolled from this attack must succeed on a Dexterity saving throw or take fire damage equal to your spellcasting ability modifier, a creature cannot be targeted twice
Grave: on a hit, the target gains antiheal equal to the damage dealt by this spell until the end of your next turn. If the target already has anti-heal, or is undead, instead the damage die of the spell becomes d10
Knowledge: On a hit, the target must make an Intelligence saving throw. On a failure, you succeed a knowledge check of your choice against it.
Life: On a hit, you gain temporary hit points equal to your spellcasting ability modifier.
Light: If the target is in bright light, the attack gains advantage and the damage die becomes d8s.
Nature: On a Hit, the target must make a Strength saving throw. On a failed save, its speed is reduced by 15ft until its next turn ends, as spectral vines wrap around it. If its speed is already 0, the damage die for this spell becomes d10s.
Order: On a hit, the next weapon attack roll against the target before the start of your next turn has advantage.
Peace: On a hit, the target subtracts 1d4 from its next attack roll before the start of your next turn. If the affected attack still hits, the damage deal is also reduced by a d4 for each d6 dealt by this spell.
Tempest: On a hit, a burst of thunder forces the target to make a Strength saving throw. On a failed save, the target is pushed up to 5 feet in a horizontal direction of your choice for each d6 dealt by this spell.
Trickery: If one of your allies is within 5 feet of the target and isn't incapacitated, the attack has advantage and the damage die becomes d10s. Otherwise the damage die is reduced to d4s.
Twilight: If the target is in dim light or darkness, the attack has advantage and the damage dice for the spell becomes d8s.
War: Whether the attack hits, or misses, you can immediately use your bonus action to attack with the weapon again (Against the same target or a different one). The damage dice for the additional attack becomes d4s.

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