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Use spiritual Weapon to try to to the initial damage to pump up toll the Dead on the primary turn. On the second turn, you’ll repeat the combo, or cast other spells while using your bonus action to attack with spiritual Weapon all without concentration. Toll the Dead may be a trap for people in terms of the very fact that it’s super powerful, but actually, it is not. it’s good. Of that, there’s little doubt.

You point at one creature you’ll see within range, and therefore the sound of a dolorous bell fills the air around it for a flash. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

5e Toll the Dead


5e Toll the Dead

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous
  • Scales: Yes
  • Casters: Arcane Trickster, Cleric, Eldritch Knight, Warlock, Wizard


At Higher Levels. The spell’s damage increases by one die once you reach the 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).

If you compare Toll to the bad damage cantrips of 5E then it seems specialized, but actually, they only gave Clerics access to a cantrip that may not trash compared to the great damage cantrips like Fire Bolt or Eldritch Blast.

Regarding the balance of Toll the Dead:

  • Necrotic is that the least effective damage type, with many monsters being resistant or immune. you do not get to be in an undead area to possess a couple of undead shows up.
  • As others have said, it doesn’t do anything if the target fails the WIS save. That’s balanced – DC is harder to proportion than Attack rolls thanks to lack of +1 to DC magic items and features affecting it compared to attacks. Your monsters were unlucky. Suck it up.
  • At later levels, using your action to cast a cantrip is often a waste unless it is the only good option. Further balancing its strength through cost.

For a Cantrip which will pack a punch look no further that Toll the Dead. This Cantrip may be a necromancy spell that deals with two different amounts of injury. once you cast the spell, your target must make a Wisdom saving throw to work out if any damage is completed. If your target fails the saving throw and has all of its hit points, you roll a 1d8 to factor damage. If your target is missing any hit points that’s when the damage can get crazy. At that time, you’ll roll a 1d12 to work out what proportion damage is addressed.

Mending is another fun Cantrip that doesn’t have any practical combat use because it takes an entire minute to cast and in combat, a moment can last an eternity. This spell simply allows you to repair broken materials. For instance, my wizard character has this spell; just one occasion once we came to a battlefield after the battle was over, and he found a rather nice sword that was broken. He then repaired it using Mending and gave it to our fighter.

Enemies Abound is additionally a useful spell to find out because, on a failed Intelligence saving throw, the target won’t be ready to tell the difference between friend and foe. Which suggests that you simply can have an unexpected ally for a few of the battles.