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Divine Word

Evocation
Level: 7th-level
Casting Time: 1 bonus action
Range: 30 feet
Duration: Instantaneous
Components: V

You utter a divine word, imbued with the power that shaped the world at the dawn of creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
- 50hp or less: deafened for 1 minute
- 40 hp or less: deafened and blinded for 10 minutes
- 30 hp or less: blinded, deafened and dazed for 1 hour
- 20 hp or less: killed instantly. Regardless of its current hit points, a celestial, an elemental, a fey, or a fiend that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to your current plane for 24 hours by any means short of a wish spell.

Spell Details

School: Evocation
Level: 7
Ritual: No
Concentration: No
Classes: Cleric
S-Tier Devastating save-or-suck spell with multiple scaling damage tiers and no damage cap, making it exponentially more powerful against weaker creatures.

Player Guide

Divine Word excels at area control and eliminating threats based on creature hit points rather than saving throw difficulty. Position yourself where you can see multiple enemies, then target the weakest first to guarantee eliminations, cascading to damage higher-HP foes. This spell's true power shines against swarms, summoned creatures, and low-level minions—use it to instantly clear action economy threats while dealing guaranteed damage to bosses.

DM Tips

Divine Word's scaling by HP makes it extremely swingy—a 7th-level slot can trivialize CR-appropriate encounters if creatures are weak. Consider boss creatures with high HP thresholds or legendary resistances to maintain challenge; also remember the spell requires targets to *hear* you, making silence effects critical countermeasures.