![]() ![]() Since the banishing effect doesn’t rely on their current number of hit points, it’s a reliable use of the spell that can take opponents immediately out of the fight. If you end up surrounded by fey, fiends, celestials, or elementals, the divine word spell is a lovely way to banish as many of them as you can at once. The simple answer is that divine word is often best when used against hordes of outsiders. Zombies have slightly more in the way of HP, but even they would be instantly stunned. ![]() ![]() Skeletons have low hit points and would be killed instantly on a failure, even at maximum hit points. Both zombies and skeletons created by the animate dead spell have negative modifiers to Charisma, making them likely to fail the save. Small objects have 25 hit points, which would subject them to the stunned condition if they fail the spell.Īll the objects animated by the spell have a Charisma of 1, making them very vulnerable to divine word. If you can manage to get into the thick of a horde, a divine word spell might be enough to wipe out a significant number of weaker enemies at once.įor the animate objects spell, tiny objects only have 20 hit points, and would be destroyed instantly. Spells like animate objects create a number of creatures with low hit points, and evil necromancers with armies of undead may only be able to control a limited number of zombies or skeletons. While most of the monsters you face by that point will have more than 50 hit points, that might not always be the case. One excellent time to use a spell like divine word is when you are attacked by hordes of weaker creatures.ĭivine word can be learned as early as 13th level. You can find the Divine Soul in Xanathar’s Guide to Everything.Īs always, bards can learn the spell by choosing it with their Magical Secrets feature. This sorcerer subclass can select spells from both the sorcerer and cleric spell lists, which makes it relatively popular among players. Since it’s on the cleric spell list, divine word can also be learned by Divine Soul sorcerers. These creatures are banished no matter what their current hit points are.Ī banished creature can’t return to the plane you expelled it from until 24 hours have passed, or until they use a wish spell to overcome it.Īs a 7th-level spell, divine word is a lot more exclusive than some other spells in D&D.ĭivine word is on the cleric spell list, so all clerics have access to it. This only works if the creature isn’t already on their home plane when you cast the spell. In addition, celestials, elementals, fey, and fiends that fail on the Charisma saving throw are sent back to their home plane (the Feywild, the Plane of Fire, Hell, the Abyss, etc.). At 20 HP or lower, the target is killed instantly.Between 30 and 21 HP, the target is deafened, blinded, and stunned for one hour.Between 40 and 31 HP, the target is deafened and blinded for ten minutes.Between 50 and 41 HP, the target is deafened for a minute.The spell’s effects depend on how many hit points a target has. Many enemy creatures you fight in D&D have low Charisma scores, or don’t have proficiency in Charisma saving throws. The spell forces a Charisma saving throw, which is quite nice. These creatures have to be able to hear you, but it doesn’t matter if you can see them. The spell allows you to target any creatures of your choice within 30 feet of you. Let’s take a look at one of the decently powerful cleric spells: divine word. While arcane casters get flashy damaging spells like meteor swarm, divine casters have a number of fun spells of their own. It’s always fun to play a caster and whip out a high level spell.
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