Clerics used to be boring. Back in the day, if you weren't casting Bless or patching up the Fighter, you were basically just a guy in chainmail swinging a mace and missing. Then Xanathar’s Guide to Everything dropped, and suddenly everyone was talking about a little necromancy spell called toll of the dead 5e. It changed the math. It changed the vibe. Honestly, it kind of changed how we look at the entire Cleric spell list.
It’s a cantrip. It’s simple. You point a finger, a melancholic bell tolls in the air, and your enemy feels like their soul is being put through a meat grinder. But there is a specific reason why this spell sits at the top of the tier lists while Sacred Flame gathers dust in the corner of most character sheets.
The Math of the Mournful Bell
Let’s get into the nitty-gritty of why the damage scaling here is actually kind of nuts for a cantrip. Most damage-dealing cantrips give you a flat die. Fire Bolt is a $d10$. Eldritch Blast is a $d10$. Toll of the dead 5e is a bit more moody. If the target is at full health, they take $1d8$ necrotic damage. That’s fine. It’s okay. It’s nothing to write home about. But the moment that target has lost even a single hit point? That damage die jumps to a $1d12$.
That is massive.
In the world of Fifth Edition, $1d12$ is the biggest damage die you’re going to find for a standard cantrip. It’s the same die used by the Barbarian’s Greataxe or the Poison Spray spell. But Poison Spray has a range of 10 feet, which is basically a death sentence for anyone not wearing heavy armor. Toll of the dead 5e has a 60-foot range. You can stand comfortably in the backline, wait for the Rogue to nick the boss with a dagger, and then start dropping $d12$s like you’re the grim reaper’s personal accountant.
Wisdom Saves vs. Dexterity Saves
Why does everyone hate Sacred Flame? Well, people don't exactly hate it, but they're frustrated by it. Sacred Flame targets Dexterity. High-level monsters, especially the ones with wings or quick reflexes, usually have decent Dex saves. They dodge the holy fire. You waste your turn. It feels bad.
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Toll of the dead 5e targets Wisdom.
Now, look at the Monster Manual. Think about the big, beefy bruisers—the giants, the golems, the owlbears. These guys are tough, sure, but they aren't exactly philosophers. Their Wisdom saves are often garbage. While your Wizard is struggling to land a Fireball against a high-Dex Evasive creature, you’re over there ringing your bell and consistently melting HP because the monster has a +0 to Wisdom saves.
There is a catch, though. Undead often have decent Wisdom, and some things are flat-out resistant to necrotic damage. You’ve gotta be smart. Don’t go ringing bells at a Shadow or a Wraith. You’ll just look silly.
The Necromancy Vibe Check
Dungeons & Dragons isn't just about the numbers; it’s about the flavor. The Cleric class has always struggled with the "goody-two-shoes" stereotype. Toll of the dead 5e gives you some edge. It’s a Necromancy spell. It’s dark. It’s eerie.
Imagine your Grave Domain Cleric standing over a fallen enemy. No flashy lights. No golden rays. Just a dull, echoing toll that vibrates in the chest of everyone nearby. It fits perfectly for Death Domain, Grave Domain, or even a particularly cynical Life Cleric who’s tired of everyone’s nonsense.
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It’s also worth noting that this spell only requires verbal and somatic components. No expensive diamonds. No weird pouches of sand. Just a word and a gesture. It’s the ultimate "low-effort, high-reward" move for a busy adventurer.
Why Some Players Still Get This Spell Wrong
I’ve seen it at a dozen tables. A player casts the spell on a target that hasn't been hit yet, hoping for that $d12$. They don’t get it. The spell explicitly states the target must be "missing any of its hit points."
This creates a specific tactical loop. If you are high in the initiative order, you might actually be better off casting a different spell or taking the Help action. You want to be the "finisher." You want to go after the Fighter or the Ranger. Let them do 2 damage. That’s all you need. Once that 2 damage is dealt, your "bell" becomes a cannon.
Multi-Classing and Magic Items
If you’re a Warlock or a Wizard who managed to grab this via Magic Initiate or a multiclass dip, it’s even weirder. A Death Domain Cleric specifically gets a feature called Reaper. This allows them to target two creatures with a necromancy cantrip if they are within 5 feet of each other.
Suddenly, you aren't just ringing one bell. You’re ringing two. That’s potentially $2d12$ damage at level one, split across two targets, for the cost of exactly zero spell slots. In the early game, that is a total encounter-ender.
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The Problem With Necrotic Resistance
It isn't all sunshine and rainbows. Necrotic is a commonly resisted damage type, especially as you get into higher-level play where demons, devils, and undead are everywhere. This is the one place where Sacred Flame (Radiant damage) actually wins. Almost nothing resists Radiant damage. In fact, many things are vulnerable to it.
If you’re heading into a campaign like Curse of Strahd, you’re going to find that toll of the dead 5e is a bit of a double-edged sword. You’ll destroy the living cultists, but you might struggle against the ancient vampires. You've got to keep a backup. Never rely on just one flavor of damage.
Actionable Tactics for Your Next Session
If you want to actually make the most of this spell, stop treating it like a default attack. Think about the turn order.
- Coordinate with the "Chip" Dealers: Ask your Archer or Rogue to target the creature you plan to "bell." Even a tiny bit of damage from a stray arrow triggers your $d12$ scaling.
- Check the Stat Blocks (Mentally): If you're fighting something big and slow (like an Ogre or a Hill Giant), use the bell. If you're fighting something fast and magical (like a Faerie Dragon or a Mage), Wisdom might be their strong suit—maybe reconsider.
- The "Reaper" Combo: if you are playing a Death Domain Cleric, look for clusters. Position yourself so you can trigger that twin-cast. It turns your cantrip into a pseudo-AOE.
- Don't Forget the Sound: The spell creates a "dolorous bell" sound. This isn't a stealthy spell. If you're trying to be quiet in a dungeon, don't cast this. You’ll alert the entire floor.
Next time you level up or look at your cantrip list, don't just pick the holy fire because it feels "Cleric-y." Pick the bell. It hits harder, it sounds cooler, and honestly, there’s something deeply satisfying about watching a DM roll a 4 on a Wisdom save and having to tell them you’re rolling a $d12$ for damage. It’s a small win, but in D&D, those small wins are what keep you alive.
Check your spell list. If you don't have it, talk to your DM about a flavorful way to swap it in. It’s worth the effort.