Overview
Listen up, new caster: Divine Word is a Situational gem in your 7th-level Cleric toolkit—a bonus action nuke that scales with enemy fragility. Utter it to force any number of visible, hearing creatures within 30 feet to Cha save; failures trigger tiered punishments from deafened (50 HP or less) to instant death (20 HP or less), plus banishing celestials/elementals/fey/fiends home for 24 hours regardless of HP. It's not Fireball—zero damage—but a cleanup crew for battered foes or outsider swarms. Slot economy? Burn a precious 7th here only if enemies are chipped (post-Spirit Guardians or ally DPR); otherwise, Fire Storm averages 52.5 fire damage over 4x20-ft cubes. Veterans love the bonus action freeing your main action for Sacred Flame (1d8 avg 4.5 radiant, ignores dex) or melee. Common trap: blasting full-health orcs expecting debuffs—they laugh off the mild deafen. RAW, no immunities specified, so undead/aberrations eat it if Cha fails. RAI? Likely intended for divine foes, but rules let it slap anything. Head-to-head: Beats Harm (6th, 14d6 necrotic avg 49 capped at 70 HP) on multiples/extras; loses to Power Word Kill (9th, no-save 100 HP instant) on solos. Prep if your campaign has demons (Avernus) or feywild jaunts; skip dungeon crawls.
Stat Block
| Property | Value |
|---|---|
| Level | 7 |
| School | Evocation |
| Casting Time | 1 bonus action |
| Range | 30 feet |
| Components | V |
| Material | None |
| Duration | Instantaneous |
| Concentration | No |
| Ritual | No |
| Save/Attack | CHA |
| Classes | Cleric |
When NOT to Use This
- •Foes above 50 HP, no celestials/elementals/fey/fiends.
- •Battlefield silence/deafness blocks hearing.
- •Need raw DPR over control (e.g., dragon full HP).
- •Party spread beyond 30 ft cluster.
- •High Cha save elites without debuffs prepped.
Spell Slot Efficiency
| Metric | Assessment |
|---|---|
| Slot Efficiency | Situational: God-tier vs <50 HP packs/extras; trash otherwise. |
| Action Economy | Excellent |
| Opportunity Cost | Fire Storm (52.5 AoE dmg), Plane Shift (reliable banish), upcast Mass Heal (70 HP 6 targets). |
When worth the slot: 3+ foes <50 HP or any extraplanars present.
When NOT worth the slot: Solo full-HP boss or no hearing targets.
Pro Tips (Veteran Secrets)
Tip #1: Bonus action it after melee attack or cantrip—double impact turn 1.
Why veterans know this: Action economy king; turns 'wasted bonus' into win.
This avoids the mistake of: Using action on weak spell, bonus idle.
Tip #2: Banish first in mixed groups—fiends gone, mortals debuffed.
Why veterans know this: 24h lockdown >1h stun; planeswalkers hate Wish hunts.
This avoids the mistake of: Prioritizing stun on demon over exile.
Tip #3: Track HP precisely; announce 'under 20!' to DM for kills.
Why veterans know this: Avoids disputes; RAW instant death no Legendary Resistance.
This avoids the mistake of: Forgetting thresholds mid-chaos.
Tip #4: Multiclass Sorc for Twinned? No, Cleric only.
Why veterans know this: Subclass dips waste; pure Cleric optimal.
This avoids the mistake of: Chasing illegal twins.
Common Mistakes to Avoid
Casting vs full-HP tanks expecting blind/stun.
Why it's bad: 50 HP deafen useless; wastes 7th slot vs Fire Storm 52.5 dmg.
Do this instead: Wait for DPR ramp; use Harm single-target.
Targeting deafened/silent foes.
Why it's bad: No effect; verbal requires hearing RAW.
Do this instead: Confirm audio; pick hearing targets.
Ignoring banishment on high-HP outsiders.
Why it's bad: Misses regardless-HP exile; focuses weak debuff.
Do this instead: Call out celestials/fiends first.
Upcasting for 'more power'.
Why it's bad: No scaling; pure waste.
Do this instead: Standard 7th; save higher slots.
Usage Tips
- •Scan for low-HP clusters post-AoE; a single 20-HP goblin dies free, scaling to hordes. Position 30 ft back for safety, ensuring line-of-sight/hearing. Pair with bonus action for max value.
- •Prioritize banishables like demons over mortals—24-hour lockdown trumps temporary stun. Track enemy planes via lore; fey in material plane? Prime target.
- •Use in tight chokepoints where Spirit Guardians (3rd slot, 3d8 avg 13.5/hit) grinds HP below thresholds over turns.
Rules Notes
- •Targets must be able to hear you; silent/deafened immune to effects.
- •HP thresholds checked at cast time; effects don't stack—lowest applies (e.g., 15 HP gets death).
- •Banishment hits failing celestials/elementals/fey/fiends even if they'd only get deafened by HP.
- •No upcast benefit; higher_level empty.
- •RAW works on undead/machines—no explicit immunity.
Synergies
- •Spirit Guardians softens packs to kill range without burning slots.
- •Bane (2nd, -1d4 save) nudges Cha fails on bosses.
- •Hold Monster upcast (5th, Wis save paralyze auto-fail? No, different save—but chains CC.
- •Foresight (9th) advantage on saves hurts enemies' Cha rolls.
Anti-Patterns
- •No damage output; don't sub for DPR.
- •Cha saves rare for Clerics—foes often proficient.
- •30 ft range limits vs flying/large battlefields.
Tactical Modules
- •Finisher Combo — When to use: Enemies at 10-50 HP after party nova like Fireball (8d6 avg 28).. Synergy: Bonus action after Toll the Dead (cantrip, 4d12 avg 26 necrotic at lvl 13).
- •Extraplanar Purge — When to use: Fiend cults summon imps/balors mid-fight.. Synergy: Dismissal (4th) single-target backup if banish fails.
- •Elite Squad Wipe — When to use: Boss minions chipped by AoE, boss >50 HP.. Synergy: Guardian of Faith (4th) distracts while you clean.
Countermeasures
- •Threat: Legendary fiend with +10 Cha save. — Response: Pre-cast Bane or debuff gear like Rod of the Pact Keeper.. Fallback: Plane Shift self/group away.
- •Threat: Full-HP ogre mob, no outsiders. — Response: Skip; Fire Storm instead.. Fallback: Mass Cure Wounds if allies hurt.
- •Threat: Silent spell casters or deaf foes. — Response: Confirm hearing first; target others.. Fallback: Shatter (2nd, thunder AoE).
Frequently Asked Questions
is divine word good 5e
Situational for Clerics. Excellent bonus-action finisher on low-HP foes (<20 HP instant kill) or banishing fiends/fey, but poor vs full-health tanks—prep Fire Storm instead.
divine word 5e cleric guide
7th-level evocation, bonus action Cha save on multiples: death at 20 HP, stun at 30, banish outsiders. Use post-DPR; synergizes with Spirit Guardians. Skip healthy groups.
does divine word work on undead 5e
Yes, RAW—no undead immunity. They Cha save; <=20 HP die instantly. Great vs weakened zombies/skeletons.
divine word vs power word kill 5e
Divine Word: multi-target save-based, bonus action, 20 HP kill + banish. Power Word Kill: single no-save 100 HP kill, action. PWK better solo boss; DW crowds.
can divine word banish dragons 5e
No, dragons aren't celestial/elemental/fey/fiend. Only HP debuffs if fail Cha save. Use Plane Shift for dragons.
divine word vs harm 5e
Harm (6th): single 14d6 (avg 49, cap 70 HP) necrotic action. Divine Word (7th): multi bonus, tiered CC/kill/banish. Harm for fat solo; DW chipped groups.
is divine word concentration 5e
No, instantaneous duration. Stack with Spirit Guardians, Holy Aura freely—no concentration clash.
divine word worth preparing over fire storm
Only if low-HP cleanup or fiends expected. Fire Storm superior general AoE dmg (10d10 avg 55). Assess table foes.
Citations: api:spells/divine-word
Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.
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