Toll the Dead 5e: Why This Cantrip Is Actually Better Than Eldritch Blast (Sometimes)

Toll the Dead 5e: Why This Cantrip Is Actually Better Than Eldritch Blast (Sometimes)

You’re standing in a damp dungeon, the smell of rot filling your nostrils. Your party is staring down a hulking ogre that’s already taken a few hits from the Fighter. It’s your turn. You could throw a fire bolt, but honestly, that d10 feels a bit measly right now. You look at your spell list and see it: toll the dead 5e. You ring a ghostly bell, the ogre winces as its soul vibrates, and suddenly you’re rolling a d12 for damage. That’s the dream, right?

Most players think of Warlocks and their Eldritch Blast as the gold standard for cantrip damage in Dungeons & Dragons Fifth Edition. They aren't necessarily wrong, but they are overlooking the sheer, gritty reliability of necromancy. Toll the dead is arguably the most impactful damage-dealing cantrip added to the game since the Player’s Handbook launched. Originally appearing in Xanathar’s Guide to Everything, it changed the math for Clerics, Wizards, and Warlocks alike. It’s a bell toll that signals the end, and if you aren't using it, you’re probably leaving damage on the table.

The Math Behind the Malice

Let's get into the weeds of how this thing actually works. It isn't complicated, but the nuance matters. You point at a creature within 60 feet. They hear a melancholy bell. They have to make a Wisdom saving throw. If they fail, they take $1d8$ necrotic damage.

Wait. That’s just okay.

The "kinda-sorta" secret sauce is the secondary effect. If the target is missing any hit points at all—even just one—the damage die jumps to a $d12$. That is a massive leap. In a game where most cantrips scale with a $d8$ or a $d10$, having access to a $d12$ at level one is wild. Think about it. A Greataxe deals $1d12$. You are essentially hitting someone with a magical greataxe from 60 feet away just by ringing a bell.

As you level up, this scaling gets even more ridiculous. At 5th level, it’s $2d12$. At 11th, $3d12$. By level 17, you’re looking at $4d12$ damage. That’s a maximum of 48 damage for a spell that costs absolutely nothing to cast. No spell slots. No material components. Just a bad vibe and a loud noise.

Wisdom Saves vs. Attack Rolls

Here is where people get into heated debates at the game table. Is a saving throw better than an attack roll?

It depends.

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If you're fighting a high-AC (Armor Class) monster like a Knight in full plate or a young dragon, hitting them with Fire Bolt is a nightmare. You might need to roll a 16 or 17 on the die just to touch them. But that same Knight might have a garbage Wisdom score. In that scenario, toll the dead 5e is your best friend. You aren't trying to find a gap in their armor; you’re attacking their mind and soul.

However, magic-resistant enemies or those with high Wisdom (looking at you, Mind Flayers and Beholders) will laugh off your bell ringing. This is the tactical depth of 5e. You have to know your enemy. If the target looks big, dumb, and heavily armored, ring that bell. If they look like a scholarly wizard or a literal god, maybe stick to something else.

Who Actually Benefits the Most?

Clerics are the obvious winners here. For a long time, Clerics were stuck with Sacred Flame. Don't get me wrong, Sacred Flame is fine. It ignores cover, which is cool. But it deals radiant damage on a $d8$. The jump from a $d8$ to a potential $d12$ is a 50% increase in maximum damage. For a Grave Domain Cleric, this spell is basically their bread and butter. It fits the aesthetic perfectly.

Wizards also love this. It gives them a non-elemental damage type. Necrotic damage is rarely resisted compared to fire or cold. If you’re a Necromancy Wizard, this is a thematic slam dunk.

Death Domain Clerics (found in the Dungeon Master’s Guide) take this to a broken level. Their "Reaper" feature allows them to target two creatures with a necromancy cantrip if they are standing next to each other. Suddenly, you’re ringing the bell for $1d12$ (or more) against two different enemies every single turn. That is better than some 1st-level spells.

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Common Misconceptions and Table Rules

One thing I see players mess up constantly is the "missing hit points" trigger. It doesn't matter how they lost the hit points. They could have fallen off a ledge, been poked by a dagger, or have a stubborn hangnail. If they are at 19/20 HP, they take the $d12$.

Also, the sound. The spell description specifically says the sound of a "dolorous bell" fills the air around the creature. This isn't a stealthy spell. You can't really cast this in a quiet library without everyone knowing exactly who did it. It has a somatic and a verbal component. You are chanting and gesturing. It’s a performance.

  • Range: 60 feet. Not huge, but enough to stay out of melee.
  • Damage Type: Necrotic. Great against living things, bad against ghosts and certain undead.
  • Components: V, S. You need to be able to speak and move your hands.

Why the "D12 Dream" is a Trap Sometimes

Don't get blinded by the big dice. The biggest weakness of toll the dead 5e is the "all or nothing" nature of saving throws. When you make an attack roll, you might have Advantage. You might have a Bardic Inspiration. You might crit! You can't crit on a saving throw spell. If the monster passes the save, they take zero damage.

Zero.

With Eldritch Blast, you get multiple beams at higher levels. This means you have multiple chances to hit. If you miss one, you might hit the other. With Toll the Dead, you put all your eggs in one necrotic basket. If the DM rolls a 19 on that Wisdom save, your turn is effectively wasted. It feels bad. It feels really bad.

Synergy and Strategy

To make the most of this spell, you want to act after your allies. If the Rogue or the Fighter goes before you, they can "prime" the target. They do the initial damage, and you come in with the $d12$ finisher.

It’s also worth noting the interaction with the Blessed Strikes or Potent Spellcasting Cleric features. Adding your Wisdom modifier to the damage of a $d12$ cantrip makes it remarkably consistent. A Level 8 Cleric with a 20 Wisdom score is doing $2d12 + 5$ damage. That’s an average of 18 damage per round for free. That's sustainable. That's efficient.

Comparing to Other Cantrips

Let's look at the competition.

Fire Bolt has a better range (120 feet) and can set things on fire.
Mind Sliver does less damage ($d6$) but reduces the target's next saving throw, which is great for teamwork.
Vicious Mockery is iconic, but the $d4$ damage is laughable.

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Toll the Dead sits in this sweet spot of "I just want to hurt them as much as possible." It doesn't offer utility. It doesn't offer crowd control. It offers a coffin.

Actionable Steps for Your Next Session

If you’re building a character or looking to swap spells during a level-up, here is how to handle this cantrip:

  1. Check your party composition. If you have a lot of teammates who target AC, having a Wisdom-save spell like this is a great backup.
  2. Look at the campaign setting. Are you fighting a lot of undead? Some undead (like Shadows or Specters) are resistant or immune to necrotic damage. If you’re in a "Curse of Strahd" style game, don't make this your only damage source.
  3. Use it as a finisher. Don't lead with it if the enemy is at full health unless you have no other options. Wait for the "bloodied" status.
  4. Describe the bell. Seriously, lean into the roleplay. Is it a high-pitched silver bell? A deep, vibrating church bell? A cracked, rusted gong? It makes the $d12$ feel way more satisfying when it finally lands.

The reality of 5e is that cantrips are your "filler" moves. But Toll the Dead doesn't feel like filler. It feels like a threat. It forces the DM to actually care about a Wisdom save, and it gives you that dopamine hit of rolling the biggest non-d20 die in your bag. Next time you see a wounded enemy across the battlefield, don't overthink it. Just ring the bell.