Toll the Dead
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. 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.
At a Glance
Level
Cantrip
School
Necromancy
Casting Time
1 action
Range
60 feet
Duration
Instantaneous
Concentration
No
How Toll the Dead Works
| Casting Time | 1 action |
|---|---|
| Range | 60 feet |
| Components | V, S |
| Duration | Instantaneous |
| Saving Throw | Wisdom |
Damage
1d8 necrotic (1d12 if target is wounded), increases by 1 die at 5th, 11th, and 17th level(Wisdom)
At Higher Levels
The spell's damage increases by one die when you reach 5th level (2d8/2d12), 11th level (3d8/3d12), and 17th level (4d8/4d12).
Common Mistakes
Common Mistake
Forgetting to check if the target is wounded - 1d12 is significantly better than 1d8
Common Mistake
Not realizing 'missing hit points' means any damage, even 1 HP
Common Mistake
Thinking the save difficulty changes based on damage die - it's always the same DC
DM Tips
DM Tip
One of the best damage cantrips when enemies are wounded
DM Tip
Encourage players to save this for wounded enemies to maximize the 1d12 damage
DM Tip
The bell sound adds great flavor - describe it ominously
Frequently Asked Questions
Sources & Further Reading
- Toll the Dead — D&D 5e Wikidot — Full SRD text
- Toll the Dead — Roll20 Compendium — Structured reference
- Toll the Dead — D&D Beyond — Official digital reference