- Casting Time: 1 bonus action
- Classes: Cleric
- Components: V
- Duration: Instantaneous
- Level: 7
- Name: Divine Word
- Range: 30 feet
- School: Evocation
- Target: Any number of creatures you can see within range
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.
• 50 hit points or fewer - deafened for 1 minute
• 40 hit points or fewer - deafened and blinded for 10 minutes
• 30 hit points or fewer - blinded, deafened, and stunned for 1 hour
• 20 hit points or fewer - 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.
The SendingStone review
Divine Word is a powerful spell available to Clerics at level 7. It allows the user to utter a divine phrase that can affect any number of creatures within a 30-foot range. The spell has an instant effect, but it requires a bonus action to cast. Some consider it to be a solid choice for dealing damage, as it has a high range and can hit multiple targets. However, others argue that its damage output is insufficient compared to other spells of a similar level. Ultimately, whether or not to take Divine Word depends on the player's playstyle and preferences.
Divine Word is D&D (Dungeons & Dragons) 5th edition content, but other TTRPGs may have their own version such as a Divine Word Pathfinder edition. Want to use Divine Word in a VTT (virtual tabletop)? Try out SendingStone for free today!