Shifting Sacred Flame to Toll the Dead for Evil NPCs

The PHB makes it clear that radiant damage comes from the Positive Plane and is often associated with the Celestials of the Upper Planes, while necrotic damage comes from the Negative Plane and is often associated with Fiends and the Lower Planes

Damage Types (PHB196)

Necrotic. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul. Radiant. Radiant damage, dealt by a cleric’s flame strike spell or an angel’s smiting weapon, sears the flesh like fire and overloads the spirit with power.

Positive and Negative Planes (PHB300)

Like a dome above the other planes, the Positive Plane is the source of radiant energy and the raw life force that suffuses all living beings, from the puny to the sublime. Its dark reflection is the Negative Plane, the source of necrotic energy that destroys the living and animates the undead.

Several cleric spells allow you to choose your damage type between radiant or necrotic, and if spirit guardians is the exemplar, you would make this choice based on alignment.

Spirit Guardians (3rd level conjuration)

You call forth spirits to protect you…If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil).

Destructive Wave (5th level Evocation)

You strike the ground, creating a burst of divine energy that ripples outward from you. Each creature you choose within 30 feet of you…take[s]…5d6 radiant or necrotic damage (your choice)

Forbiddance (6th level Evocation)

You create a ward against magical travel…the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

Other cleric spells do just one or the other type of damage, but there are enough of these that DMs and players making alignment-based choices can find appropriate damage types at most levels:

1st: Guiding Bolt (radiant), Inflict Wounds (necromancy)

4th: Guardian of Faith (radiant)

5th: Flame Strike (radiant), Holy Weapon (radiant)

6th: Sunbeam (radiant), Harm (Necrotic)

7th: Finger of Death (Necrotic), Symbol (Death) (Necrotic)

8th: Sunburst (radiant)

However, at the time of the printing of the PHB and MM, there were no official cleric cantrips that did necrotic damage. This led to NPC’s such as the Acolyte (any alignment), Cult Fanatic (any non-good alignment), and Priest (any alignment) being assigned for their principle offensive cantrip sacred flame, which does radiant damage.

Now that Xanathar’s Guide to Everything has made official a cantrip that deals necrotic damage (toll the dead), would it make sense to replace sacred flame in the stat blocks of evil NPC’s with toll the dead?

Are there any balance or other issues that arise with such a general change?

Or, would it make more sense to keep sacred flame, but to modify it so that the caster can choose the damage type, as in spirit guardians et al.?

Related: Are positive and negative energy from their respective planes inherently good and evil?

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Potent Cantrip with Toll the Dead vs Evasion

I’ve been allowing the party’s big bad enemy (a tenth-level wizard) to essentially always do damage with toll the dead. Even against the party’s monk and rogue which have Evasion. And my group is claiming I’m cheating, or reading the rules wrong in my favor. But I thought it was pretty clear. Did I make a (R.A.W.) false ruling?

Potent Cantrip: Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip’s damage (if any) but suffers no additional effect from the cantrip.

10th level Evocation Wizard casts toll the dead, and the party’s Rogue makes her required Wisdom saving throw.

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.

Evocation Wizard rolls out the damage and divides it in half. Then the argument starts: Our Rogue claims that since she made her save, she actually takes zero damage.

Evasion: Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

But it specifically says “Dexterity saving throw” so I assumed (perhaps incorrectly) that Evasion simply would not apply in this case, as toll the dead forces a Wisdom saving throw. And made her, and the party’s monk, take half damage. Did I screw over my party?