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    Quick Answer

    Sacred Flame is an evocation cantrip for Clerics. Pick a creature you can see within 60 feet. It makes a Dexterity saving throw or takes 1d8 radiant damage, and it gets no bonus to that save from cover. A successful save means no damage. The damage rises to 2d8 at 5th level, 3d8 at 11th, and 4d8 at 17th.

    Overview

    Sacred Flame is the Cleric's ranged damage cantrip. It costs no spell slot, needs only verbal and somatic components, and reaches 60 feet. The target rolls a Dexterity save instead of you rolling to hit, so its AC does not matter.

    Two things set it apart: the target gets no help from cover on the save, and radiant damage is almost never resisted. Of the 334 creature stat blocks in the 2014 SRD, none is immune to radiant damage, only four resist it (the couatl, deva, planetar, and solar), and the shadow is vulnerable to it.

    The cost: a d8 is small, a successful save deals nothing, and nimble creatures pass often. Aim it at slow, armored, or entrenched enemies.

    Stat Block

    PropertyValue
    Level0
    SchoolEvocation
    Casting Time1 action
    Range60 feet
    ComponentsV, S
    MaterialNone
    DurationInstantaneous
    ConcentrationNo
    RitualNo
    Save/AttackDEX
    ClassesCleric

    When NOT to Use This

    • •The target is a quick skirmisher with a high Dexterity save, such as a bandit captain (+5). It passes 55% of the time against DC 15.
    • •The target has Magic Resistance. An imp rolls its save with advantage and fails only about 30% of the time.
    • •You can't see the target. The spell needs a creature you can see, so an invisible or fully hidden enemy can't be chosen.
    • •The target is behind total cover. Sacred Flame ignores the save bonus from cover, but you still need a clear path to target a creature.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyNo slot. You can cast it every round.
    Action EconomyOne action. It fits on the same turn as a bonus-action spell such as Healing Word in both editions (see Tip #4).
    Opportunity CostYour action. The comparison is with a weapon attack, Dodge, Help, or a leveled spell.

    When worth the action: Low Dexterity saves, enemies behind cover, and undead that would otherwise get back up.

    When NOT worth the action: Agile enemies, or any turn where a leveled spell changes the fight.

    Damage by character level

    The expected column assumes a 60% chance the target fails (DC 15 against a +2 save).

    Character levelDamageAverage on a failed saveExpected per cast at 60% fail
    1–41d84.52.7
    5–102d895.4
    11–163d813.58.1
    17–204d81810.8

    How it compares at 5th level

    The same 5th-level caster (+7 to hit, DC 15) against a target with AC 15 and a +2 save. Attack figures include critical hits on a natural 20.

    CantripDamage at 5th levelChance to deal damageExpected damage per cast
    Sacred Flame2d8 radiant60%5.4
    Fire Bolt2d10 fire65%7.7
    Chill Touch (2014)2d8 necrotic65%6.3
    Acid Splash, one target2d6 acid60%4.2

    Sacred Flame trails Fire Bolt on paper. It closes the gap when the target has cover, or high AC with a low Dexterity save, which describes most heavily armored enemies.

    Pro Tips

    Tip #1: Aim it at armor, not at agility.

    Why it works: Heavy armor raises AC but not Dexterity saves. A knight in plate has AC 18 but a +0 Dexterity save. Against DC 15 it fails 70% of the time, while a +7 attack cantrip hits it only 50% of the time.

    This avoids the mistake of: Firing attack rolls into the highest AC on the battlefield.

    Tip #2: Use it on enemies hiding behind cover.

    Why it works: Half cover gives +2 to AC and Dexterity saves, and three-quarters cover gives +5. Sacred Flame denies the save bonus. A 2014 goblin (AC 15, Dexterity save +2) behind three-quarters cover has AC 20 against a +7 Fire Bolt, which hits only 40% of the time. Its Sacred Flame save still fails 60% of the time.

    This avoids the mistake of: Trading shots with archers at arrow slits on their terms.

    Tip #3: Finish undead with it.

    Why it works: A zombie's Undead Fortitude can leave it at 1 hit point after damage that would drop it, unless the damage is radiant or from a critical hit. Sacred Flame is radiant, so the zombie stays down.

    This avoids the mistake of: Watching the fighter's killing blow fail and the zombie stand back up.

    Tip #4: Pair it with a bonus-action spell.

    Why it works: The 2014 rules allow a 1-action cantrip after a bonus-action spell. The 2024 rules allow one spell slot per turn, and Sacred Flame uses none. So Healing Word plus Sacred Flame is legal in both, as is a Spiritual Weapon attack on a later turn plus Sacred Flame.

    This avoids the mistake of: Following a bonus-action spell with a leveled spell, which both editions forbid.

    Common Mistakes to Avoid

    Rolling to hit

    Why it's bad: Sacred Flame never uses an attack roll. The target makes a Dexterity save against your spell save DC. It can't crit, and AC doesn't matter.

    Do this instead: Announce the save DC and let the DM roll.

    Expecting half damage on a success

    Why it's bad: The spell has no half-damage clause. A successful save means the target takes nothing.

    Do this instead: Treat it as all-or-nothing and pick targets that are likely to fail.

    Usage Tips

    • •Worked example (zombies): A 5th-level cleric with 18 Wisdom has a spell save DC of 15 (8 + 3 proficiency + 4 Wisdom). A zombie has a Dexterity save of −2 in both editions, so it fails on a roll of 16 or lower: 80%. Each cast averages 0.8 × 9 = 7.2 damage, and no Undead Fortitude save follows.
    • •Worked example (shadow): A 2014 shadow (16 hit points, Dexterity save +2) is vulnerable to radiant damage. On a failed save the 2d8 is doubled, so it drops if the 2d8 roll is 8 or more: 43 of 64 outcomes (67%). With a 60% chance to fail, one cast destroys it about 40% of the time. The 2024 shadow has 27 hit points, so it needs a 2d8 roll of 14 or more (6 of 64, about 9%), or about 6% per cast once the save is counted.
    • •Worked example (imp): An imp has a +3 Dexterity save and Magic Resistance, so it rolls twice and keeps the higher. It fails DC 15 only if both dice show 11 or lower: 0.55 × 0.55, about 30%. That still beats Fire Bolt, because imps are immune to fire.
    • •Low-Dexterity targets: An ogre (−1) fails DC 15 75% of the time; a skeleton fails 60% (2014, +2) or 55% (2024, +3).
    • •Roll it with the dice roller. The cover rules guide explains half, three-quarters, and total cover in both editions.

    Rules Notes

    • •2014: the target gains no benefit from cover for this save. 2024: no benefit from Half Cover or Three-Quarters Cover.
    • •Scaling uses total character level, not your level in one class. The 2024 SRD's multiclassing rules say so. The 2014 SRD text says only "when you reach 5th level," and its multiclassing section doesn't mention cantrips; Wizards of the Coast's 2014 rulings (Sage Advice, outside the SRD) give the same character-level answer.
    • •Verbal and somatic components, no material. You can't cast it inside a Silence area.
    • •If you are warded by Sanctuary, casting Sacred Flame at an enemy ends the ward.

    Synergies

    • •Bane: Subtracts 1d4 from the target's saving throws, which raises Sacred Flame's fail chance.
    • •Faerie Fire from a teammate: Outlined creatures can't benefit from being invisible, so you can see and target them.
    • •2024 Potent Spellcasting: A Cleric who picks this Blessed Strikes option at level 7 adds their Wisdom modifier to Sacred Flame's damage.

    Anti-Patterns

    • •Casting it every round at the enemy rogue or monk while it keeps passing.
    • •Walking into melee to use it. It works from 60 feet.

    Tactical Modules

    • •Arrow-slit duel: Archers behind three-quarters cover get +5 to AC but nothing against your save.
    • •Back-line support: Healing Word as a bonus action, Sacred Flame as your action, from 60 feet away.

    Countermeasures

    • •Threat: High-Dexterity targets. Response: Switch to a weapon attack or a spell that targets a weaker save. Fallback: Bless or Help.
    • •Threat: Magic Resistance. Response: Use an attack roll; Magic Resistance only helps saves. Fallback: Have an ally cast Bane first.
    • •Threat: Invisible or hidden enemies. Response: Faerie Fire to reveal them. Fallback: Ready the spell for when the target appears.

    Sacred Flame in the 2024 Rules

    The 2024 Player's Handbook keeps Sacred Flame as an evocation cantrip on the Cleric list. Range, components, damage, and scaling are the same: 1d8 radiant, rising at levels 5, 11, and 17.

    One line changed. The 2014 text says the target gains no benefit from cover for the save. The 2024 text says it gains no benefit from Half Cover or Three-Quarters Cover. Total Cover already blocks targeting in both editions, so this is a clarification rather than a nerf.

    Access widened. A 2024 Cleric who picks the Thaumaturge Divine Order learns one extra Cleric cantrip. Paladins who take the Blessed Warrior fighting style at level 2 learn two Cleric cantrips, using Charisma. The Magic Initiate (Cleric) origin feat, which the Acolyte background grants, gives any character two Cleric cantrips. At Cleric level 7, the Potent Spellcasting option of Blessed Strikes adds your Wisdom modifier to the damage. At level 14 it also lets you grant temporary hit points equal to twice your Wisdom modifier, to yourself or a creature within 60 feet, when the cantrip deals damage.

    Frequently Asked Questions

    How much damage does Sacred Flame do in 5e?

    1d8 radiant (4.5 on average) on a failed Dexterity save, rising to 2d8 at 5th level, 3d8 at 11th, and 4d8 at 17th. A successful save takes no damage.

    Does Sacred Flame ignore cover in 5e?

    It ignores the save bonus from half and three-quarters cover. A creature behind total cover still can't be targeted.

    Is Sacred Flame an attack roll in 5e?

    No. The target makes a Dexterity save against your spell save DC, so it can't crit and ignores AC.

    Does Sacred Flame work on undead in 5e?

    Yes. Undead take radiant damage normally, and the shadow is vulnerable to it in both editions. Radiant damage also stops a zombie's Undead Fortitude from keeping it at 1 hit point.

    Can Sacred Flame target objects in 5e?

    No. The spell targets a creature you can see. Neither edition's text mentions objects.

    Does Sacred Flame need line of sight in 5e?

    Yes. You must see the target and have a clear path to it. Whether a closed glass window blocks that path isn't covered by the text, so it is a DM ruling, not rules text.

    Is Sacred Flame good in 5e?

    It is the only damage cantrip on the SRD Cleric list in either edition. It averages less than Fire Bolt but ignores AC and cover, and radiant is almost never resisted. It is weak against quick creatures and Magic Resistance.

    Who can cast Sacred Flame in 5e?

    In the 2014 SRD, Clerics. In the 2024 rules, Clerics, Paladins who take Blessed Warrior, and anyone with the Magic Initiate (Cleric) feat. Among monsters, the 2014 SRD acolyte, priest, cult fanatic, guardian naga, androsphinx, and mummy lord stat blocks cast it.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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