System	
  Reference	
   Document	
  5.1 	
   137	
  
Duration:	
  Concentration,	
  up	
  to	
  1	
  minute 	
  
Your	
  prayer	
  empowers	
  you	
  with	
  divine	
  radiance.	
  
Until	
  the	
  spell	
  ends,	
  your	
  weapon	
  attacks	
  deal	
  an	
  
extra	
  1d4	
  radiant	
  damage	
  on	
  a	
  hit. 	
  
Divine Word 
7th-­‐‑level	
  evocation	
  
Casting	
  Time: 	
  1	
  bonus	
  action 	
  
Range:	
  30	
  feet	
  
Components:	
  V	
  
Duration:	
  Instantaneous	
  
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	
  min ute
• 40	
  hit	
  points	
  or	
  fewer:	
  deafened	
  and	
  blinded	
  for
10	
  minutes
• 30	
  hit	
  points	
  or	
  fewer:	
  blinded,	
  deafened,	
  an
d
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.	
  
Dominate Beast 
4th-­‐‑level	
  enchantment	
  
Casting	
  Time: 	
  1	
  action	
  
Range:	
  60	
  feet	
  
Components:	
  V,	
  S	
  
Duration:	
  Concentration,	
  up	
  to	
  1	
  minute 	
  
You	
  attempt	
  to	
  beguile	
  a	
  beast	
  that	
  you	
  can	
  see	
  
within	
  range.	
  It	
  must	
  succeed	
  on	
  a	
  Wisdom	
  saving	
  
throw	
  or	
  be	
  charmed	
  by	
  you 	
  for	
  the	
  duration.	
  If	
  you	
  
or	
  creatures	
  that	
  are	
  friendly	
  to	
  you	
  are	
  fighting	
  it,	
  it	
  
has	
  advantage	
  on	
  the	
  saving	
  throw. 	
  
While	
  the	
  beast	
  is	
  charmed,	
  you	
  have	
  a	
  telepathic	
  
link	
  with	
  it	
  as	
  long	
  as	
  the	
  two	
  of	
  you	
  are	
  on	
  the	
  same	
  
plane	
  of	
  existence.	
  You	
  can	
  use	
   this	
  telepathic	
  link	
  to	
  
issue	
  commands	
  to	
  the	
  creature	
  while	
  you	
  are	
  
conscious	
  (no	
  action	
  required),	
  which	
  it	
  does	
  its	
  best	
  
to	
  obey.	
  You	
  can	
  specify	
  a	
  simple	
  and	
  general	
  course	
  
of	
  action,	
  such	
  as	
  “Attack	
  that	
  creature,”	
  “Run	
  over	
  
there,”	
  or	
  “Fetch	
  that	
  ob ject.”	
  If	
  the	
  creature	
  
completes	
  the	
  order	
  and	
  doesn’t	
  receive	
  further	
  
direction	
  from	
  you,	
  it	
  defends	
  and	
  preserves	
  itself	
  to	
  
the	
  best	
  of	
  its	
  ability. 	
  
	
   You	
  can	
  use	
  your	
  action	
  to	
  take	
  total	
  and	
  precise	
  
control	
  of	
  the	
  target.	
  Until	
  the	
  end	
  of	
  your	
  next	
  turn ,	
  
the	
  creature	
  takes	
  only	
  the	
  actions	
  you	
  choose,	
  and	
  
doesn’t	
  do	
  anything	
  that	
  you	
  don’t	
  allow	
  it	
  to	
  do.	
  
During	
  this	
  time,	
  you	
  can	
  also	
  cause	
  the	
  creature	
  to	
  
use	
  a	
  reaction,	
  but	
  this	
  requires	
  you	
  to	
  use	
  your	
  own	
  
reaction	
  as	
  well. 	
  
	
   Each	
  time	
  the	
  target	
  take s	
  damage,	
  it	
  makes	
  a	
  new	
  
Wisdom	
  saving	
  throw	
  against	
  the	
  spell.	
  If	
  the	
  saving	
  
throw	
  succeeds,	
  the	
  spell	
  ends. 	
  
	
   At	
  Higher	
  Levels. 	
  When	
  you	
  cast	
  this	
  spell	
  with	
  a	
  
5th-­‐‑level	
  spell	
  slot,	
  the	
  duration	
  is	
  concentration,	
  up	
  
to	
  10	
  minutes.	
  When	
  you	
  use	
  a	
  6th -­‐‑level	
  spell	
  slot,	
  
the	
  duration	
  is	
  concentration,	
  up	
  to	
  1	
  hour.	
  When	
  
you	
  use	
  a	
  spell	
  slot	
  of	
  7th	
  level	
  or	
  higher,	
  the	
  
duration	
  is	
  concentration,	
  up	
  to	
  8	
  hours. 	
  
Dominate Monster 
8th-­‐‑level	
  enchantment 	
  
Casting	
  Time: 	
  1	
  action	
  
Range:	
  60	
  feet	
  
Components:	
  V,	
  S	
  
Duration:	
  Concentration,	
  up	
  to	
  1	
  hour 	
  
You	
  attempt	
  to	
  beguile	
  a	
  creature	
  that	
  you	
  can	
  see	
  
within	
  range.	
  It	
  must	
  succeed	
  on	
  a	
  Wisdom	
  saving	
  
throw	
  or	
  be	
  charmed	
  by	
  you	
  for	
  the	
  duration.	
  If	
  you	
  
or	
  creatures	
  that	
  are	
  friendly	
  to	
  you	
  are	
  fighting	
  it,	
  it	
  
has	
  advantage	
  on 	
  the	
  saving	
  throw. 	
  
	
   While	
  the	
  creature	
  is	
  charmed,	
  you	
  have	
  a	
  
telepathic	
  link	
  with	
  it	
  as	
  long	
  as	
  the	
  two	
  of	
  you	
  are	
  
on	
  the	
  same	
  plane	
  of	
  existence.	
  You	
  can	
  use	
  this	
  
telepathic	
  link	
  to	
  issue	
  commands	
  to	
  the	
  creature	
  
while	
  you	
  are	
  conscious	
  (no	
  action	
  requir ed),	
  which	
  
it	
  does	
  its	
  best	
  to	
  obey.	
  You	
  can	
  specify	
  a	
  simple	
  and	
  
general	
  course	
  of	
  action,	
  such	
  as	
  “Attack	
  that	
  
creature,”	
  “Run	
  over	
  there,”	
  or	
  “Fetch	
  that	
  object.”	
  If	
  
the	
  creature	
  completes	
  the	
  order	
  and	
  doesn’t	
  receive	
  
further	
  direction	
  from	
  you,	
  it	
  def ends	
  and	
  preserves	
  
itself	
  to	
  the	
  best	
  of	
  its	
  ability. 	
  
	
   You	
  can	
  use	
  your	
  action	
  to	
  take	
  total	
  and	
  precise	
  
control	
  of	
  the	
  target.	
  Until	
  the	
  end	
  of	
  your	
  next	
  turn,	
  
the	
  creature	
  takes	
  only	
  the	
  actions	
  you	
  choose,	
  and	
  
doesn’t	
  do	
  anything	
  that	
  you	
  don’t	
  allow	
  it 	
  to	
  do.	
  
During	
  this	
  time,	
  you	
  can	
  also	
  cause	
  the	
  creature	
  to	
  
use	
  a	
  reaction,	
  but	
  this	
  requires	
  you	
  to	
  use	
  your	
  own	
  
reaction	
  as	
  well. 	
  
	
   Each	
  time	
  the	
  target	
  takes	
  damage,	
  it	
  makes	
  a	
  new	
  
Wisdom	
  saving	
  throw	
  against	
  the	
  spell.	
  If	
  the	
  saving	
  
throw	
  succeeds,	
  the 	
  spell	
  ends.	
  