Text | 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.
Blinded:
• A blinded creature can't see and automatically fails any ability check that requires sight.
• Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
Deafened:
• A deafened creature can't hear and automatically fails any ability check that requires hearing.
Stunned:
• A stunned creature is incapacitated, meaning it can't take actions or reactions, can't move, and can speak only falteringly.
• The creature automatically fails Strength and Dexterity saving throws.
• Attack rolls against the creature have advantage.
Source: Player's Handbook p. 234 |