Divine Word

A
Control

Divine Word is a Control spell. Control spells restrict enemy options through debuffs or denial effects.

See all Control spells →
spell that smites
multiple creatures

Divine Word is a Multi Target spell. Multi Target spells have an area of effect or can explicitly target multiple allies or enemies.

See all Multi Target spells →
with a divine decree, making a failed save
life-or-death

Divine Word is a Save or Suck spell. Save or Suck spells fall entirely flat if the target succeeds on a saving throw.

See all Save or Suck spells →
.

2024 Rules

Level & School
7th-level evocation
Casting Time
Bonus action
Range
30 feet
Components
V
Duration
Instantaneous
Classes
Cleric

You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to its plane of origin (if it isn't there already) and can't return to the current plane for 24 hours by any means short of a Wish spell.

Hit Points Effect
0–20 The target dies.
21–30 The target has the Blinded, Deafened, and Stunned conditions for 1 hour.
31–40 The target has the Blinded and Deafened conditions for 10 minutes.
41–50 The target has the Deafened condition for 1 minute

2014 Rules

Level & School
7th-level evocation
Casting Time
Bonus action
Range
30 feet
Components
V
Duration
Instantaneous
Classes
Cleric

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.

Divine Word 5.5e 2024 vs. 5e 2014 edition differences

The 2024 version no longer requires you to see the creatures you choose. Otherwise, the spell works the same at the table.

Spells similar to Divine Word

  • Power Word Kill 9th-level enchantment

    Both are high-level single-word spells a caster speaks to instantly end a foe if its hit points are low enough.

  • Banishment 4th-level abjuration

    Each forces creatures to make a saving throw to be removed from the battlefield and can send extraplanar beings back to their home plane on a failed save.

  • Power Word Stun 8th-level enchantment

    Like Divine Word, it’s a potent, word-based effect that incapacitates targets without dealing direct damage if they meet the spell’s conditions.

  • Symbol 7th-level abjuration

    This high-level control effect can impose severe, conditional penalties on multiple creatures and is designed for dramatic, battlefield-altering outcomes.

  • Sleep 1st-level enchantment

    Although lower level, it uses a hit-point-based mechanic to incapacitate multiple creatures at once rather than relying on damage rolls or extended duration.