Stop Breaking Immersion to Take Notes — Loreify captures your sessions automatically while you play.

    Never Lose Track of Your Campaign — Join 250+ DMs using Loreify. Notes ready in 5-10 minutes.

    Overview

    Hey, new caster friend – Circle of Death. I've cast this more times than I can count across 15 years of tables, and my verdict is clear: it's situational at best, a trap at worst. That 60-foot radius sphere sounds huge (diameter 120 feet, covering a massive area), dumping 8d6 necrotic (average 28 damage, 14 on successful CON save) from 150 feet away. No concentration, instantaneous, perfect action economy. But here's the veteran truth: necrotic damage is resisted or immune by nearly every undead you'll face at level 11+ (when you get 6th-level slots), and many fiends/demons too. Fireball at 3rd level does the same 8d6 average in a smaller 20-foot radius, but fire is resisted far less often. Opportunity cost is brutal – why burn a 6th slot when Disintegrate averages 70 force damage to one target, ignoring most resistances?

    This spell shines in niche horde-clearing: imagine 8-10 goblins crammed in a room; you drop 224 average damage across them (pre-saves), wiping the pack. Upcast to 7th for 10d6 (35 avg), but that's still mediocre vs Chain Lightning's chaining 10d8 (45 avg). Material component (500gp black pearl powder) hurts for repeated use, non-consumed but pricey early. Classes: Wizards prep it for undead-heavy campaigns, Warlocks love the range on EB spam turns, Sorcerers twin? No, not concentration but single target no.

    Don't sleep on placement: the sphere's point can be anywhere in 150 feet, even through walls (as long as within range), so position for max overlap. Common misplay: centering on the biggest threat – it's AoE, not single-target. Vs bosses? Laughable 28 damage. Save-or-suck half hurts reliability (DC 17 avg at level 11 is ~50% fail rate for CR 10+).

    Build-wise, Necromancy Wizards get undead thralls who resist it too – awkward if allies in blast. Warlocks pair with Hex for +1d6 necrotic per target (bless your soul). Overall, prepare only if DM runs minion-heavy living foes; otherwise, slot Fireball upcast or save for Disintegrate.

    Stat Block

    PropertyValue
    Level6
    SchoolNecromancy
    Casting Time1 action
    Range150 feet
    ComponentsV, S, M
    MaterialThe powder of a crushed black pearl worth at least 500 gp.
    DurationInstantaneous
    ConcentrationNo
    RitualNo
    Save/AttackCON
    ClassesSorcerer, Warlock, Wizard

    When NOT to Use This

    • Enemies spread >60ft apart – hit <3, worse than Scorching Ray.
    • Undead-heavy encounters – resists drop to 14 avg, prep alternatives.
    • Low slots left – save for Disintegrate's delete potential.
    • High-CON save bosses – 50%+ save rate, minimal impact.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyAverage: 28 avg dmg/target (14 post-save), needs 4+ hits to beat upcast Fireball's 56.
    Action EconomyExcellent
    Opportunity CostHigh – competes with Disintegrate (70 force single), Chain Lightning (45 chain AoE), Harm (77 necrotic single).

    When worth the slot: Hordes of 5+ living <100HP in 60ft clump, no better AoE available.

    When NOT worth the slot: Single/boss targets, undead/fiends, spread foes (<4 hits).

    Pro Tips (Veteran Secrets)

    Tip #1: Place origin 5ft off-ground in enemy clusters to catch flying/low-hover foes.

    Why veterans know this: Geometry matters: ground-level misses aerials, veterans model 3D spheres.

    This avoids the mistake of: Forgetting verticality, halving hit count.

    Tip #2: Pre-upcast Invisibility (2nd) for safe casting into melee.

    Why veterans know this: 150ft range unused if you die to OA; invis + range = untouchable.

    This avoids the mistake of: Standing in front, eating attacks.

    Tip #3: Track pearl cost: buy in bulk (10x =5k gp), non-consumed but attune? No.

    Why veterans know this: Repeated casts bankrupt without prep; veterans stock adventuring gear.

    Common Mistakes to Avoid

    Centering on boss in add packs.

    Why it's bad: Boss saves for 14 dmg, adds live; slot wasted vs Disintegrate boss.

    Do this instead: Edge-center to clip adds only, save boss for single-target.

    Ignoring upcast math: casting at 6th vs two 3rd Fireballs.

    Why it's bad: Two Fireballs =56 dmg potential cheaper; Circle 28 once.

    Do this instead: Slot-compare: Circle only if radius advantage >2x hits.

    Forgetting undead resists at tier 3.

    Why it's bad: Necro theme but fights undead; 14 avg useless.

    Do this instead: Prep Fireball/Spirit Shroud instead.

    Usage Tips

    • Always scout for tight clusters: a 60-foot radius covers ~11,300 sq ft, but position center in chokepoints like doorways to hit 6+ foes reliably. Calculate expected value: vs CR 1/2 (13 HP, +2 CON) expect ~20 damage per target after saves. Pre-cast Invisibility or use from cover to avoid retaliation.
    • Upcast only if you have slots to burn; 7th-level version (10d6) averages 35, better than two Fireballs (28 each) but costs double slots. Track material: 500gp pearl powder is consumed? No, SRD says 'worth at least', typically not consumed but verify table rules.
    • Warlocks: cast at max range 150ft then Eldritch Blast; beats Fiend patron temp HP drain in AoE. Wizards: scribe into Spellbook early for utility in undead-lite campaigns.

    Rules Notes

    • The spell's point of origin can be placed anywhere within 150 feet, even if not visible, as long as the caster chooses a point they can reach with the range.
    • Necrotic damage from this spell is not increased by features like a Hex spell's extra damage unless specified, but Hex adds 1d6 necrotic per hit – here it's AoE so applies once per target.
    • Upcasting increases damage by 2d6 per slot level above 6th; at 9th level it's 14d6 (49 average).
    • No line-of-effect required beyond range; walls block only if they prevent targeting the point, but RAW it's point within range.

    Synergies

    • Hex (1st level): adds 1d6 necrotic (3.5 avg) to every target in the sphere, boosting total to ~31.5 avg per foe – massive for Warlock multiclass.
    • Contagion (5th): weakens CON saves first, turning 50% save chances into 65% fails; follow-up Circle deletes the pack.
    • Wall of Force (5th): trap enemies in 60ft sphere, no escape, then nuke – combo averages 200+ damage on 8 targets.

    Anti-Patterns

    • Avoid vs spread-out foes: if enemies >60ft apart, hit rate drops below 3 targets, worse than Chain Lightning's chains.
    • Never center on high-CON bosses (e.g., Dragon +10 CON save): expect 14 damage, better single-target Harm (14d6 no save cap).
    • Skip in undead campaigns: skeletons/zombies/mummies resist (half to 14 avg), vampires immune – wastes premium slot.

    Tactical Modules

    • Horde Wipe — When to use: 6+ low-CR living minions (<50 HP) clustered in rooms/halls.. Synergy: Follow with Animate Dead for free minions from corpses; Necro Wizard turns defense into offense.
    • Chokepoint Denial — When to use: Enemies funneling through 10ft door/corridor.. Synergy: Spirit Guardians (3rd, cleric dip) keeps them clumped, Circle maximizes hits.
    • Boss Add Clear — When to use: Boss + 4-6 minions; clear adds while allies tank boss.. Synergy: Hypnotic Pattern first to auto-fail saves, ~28 guaranteed per target.

    Countermeasures

    • Threat: Legendary Resistance (3+ uses on bosses) — Response: Bait with low-level spells first (e.g., Hold Person), burn their pool, then Circle.. Fallback: Switch to Disintegrate on boss, Fireball adds.
    • Threat: High-mobility foes (fly/teleport out) — Response: Cast after Dimension Door blocks or Wall of Force.. Fallback: Single-target Scorching Ray, reliable 21 avg.
    • Threat: Necrotic resistance/immune groups — Response: Identify via Detect Magic or lore; pivot early.. Fallback: Cloudkill (5th) for CON poison, no resists common.

    Frequently Asked Questions

    Is Circle of Death good 5e?

    Situational. Great for deleting 6+ low-HP living minions in tight 60ft radius (224 avg dmg), but poor vs undead resists or bosses. Skip most tables for Disintegrate or upcast Fireball.

    Circle of Death vs Fireball 5e

    Circle wins on radius (60ft vs 20ft) for spread hordes, but Fireball cheaper (3rd slot), fire less resisted. Fireball better 80% time; Circle niche for living crowds.

    Does Circle of Death work on undead 5e?

    Yes, but most resist (half to 14 avg) or immune (vamps). Useless vs skeletons/zombies packs; use vs humanoids only.

    Can you twin Circle of Death 5e?

    No, affects multiple creatures. Twinned Spell only for single-target. Use Quickened for EB follow-up instead.

    Best class for Circle of Death 5e

    Warlock: 150ft range + Hex synergy (+3.5dmg/target). Wizard ok for prep, Sorcerer least (no twin). Necro sub ignores own thralls' resists.

    Circle of Death upcast worth it 5e?

    Marginal: 7th=35 avg (+7), but slot cost high. Worth if hordes persist; else save for 6th Disintegrate.

    Does Circle of Death work underwater 5e?

    Yes, no fire/lightning issues; necrotic energy ripples fine. CON save unchanged.

    Circle of Death range through walls?

    Yes, point within 150ft range; no sight/line required beyond choosing point.


    Citations: api:spells/circle-of-death

    Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.

    Ready to Stop Forgetting Your Campaign? 7-day free trial. Zero effort. Zero forgotten details.