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Just saying, it's going to fail a lot. Best use is versus things that don't get a dex save from prone, held, or creatures with really terrible DEX. Examine is your friend.
There are also spells that give things disadvantage on dex checks, which helps. Assuming you have someone using such a spell, that is.
And I've had the spell work many, many times without doing any of the above. So it does work. It's just not a great spell.
Your cleric should definitely be using a ranged weapon (light crossbow or shortbow) for ranged attacks. The only times you might want to use sacred flame are:
* Creatures in concealment which can't be targeted by your ranged weapon attacks.
* Creatures you need to range attack which you have disadvantage against.
* Creatures immune or resistant to piercing damage.
* Creatures with extremely high ACs which don't have high dexterities -- an armored ogre, giant, or something.
* The creature is held, asleep, or otherwise will automatically fail its dexterity save. This said, other spells might do a lot more damage.
At 5th-level, the spell will do 2d8 damage. It might be better in more cases just for shear damage.
Your attack improves with your level, due to a scaling bonus called your "Proficiency bonus". It starts at +2 and goes up at levels 5, 9, 13, 17. You get harder and harder to resist as you get stronger.
Due to the way Saving throws work, you are MORE likely to land attacks targeting saving throws than you are attacking armor class, because you can often choose which saving throw to target and can exploit an enemy weakness.
The other side of this is that Spells and effects that target saving throws can never Critically Hit.
Granted the majority of enemies in BG3 are Goblins, Worgs, Gnolls, and Humanoids. Most of them carry Good to Fair Dexterity saves.
** My recommendation is to pair Sacred Flame with a Grease bottle. Prone enemies are guaranteed hits, and sacred flame is NOT FIRE DAMAGE, so it will not set grease on fire! **
You forgot to mention that spells also can't benefit from advantage which is very easy to get in this game. So attacks have a bonus 5-20% increase chance to hit, more often than not.
Well... I mean yes, but also no?
Advantage isn't SUPPOSED to be as easy as walking around to someone's rear or standing on a box... it kinda does throw a little wrench into the works there.
Advantage is supposed to be a smidge harder to get. So... yeah! But also.. Ehhh...
What I mean is, if you can target someone you can hit them, it doesn't matter if you can't draw a line because there's a barrel in the way or a ledge that would, say, block an arrow.
And it's not "Advantage" it's actually a guaranteed hit. It does say that it is a "Dexterity save", but the game doesn't tell you that "Prone Characters automatically fail all dexterity saves"
It does this in the tabletop game too. It's a running joke in my group lol
It doesn't require line of sight. I've cast it through walls before.
The tooltip shows rough percentages and is a poor choice for accurately representing actual probability... it isn't a simple percentage... you are rolling a 20 sided die and adding/subtracting modifiers/penalties against your opponents rolls/modifiers/etc... if you roll a 1 no amount of modifiers is going to not make it a fail... unless you have particular traits that specify rerolls for 1s.... same goes for rolling a 20 and so on...
you need to play to the mechanics... this isn't normal hack n slash 99% hit chance shenanigans where your opponent doesn't have resistances/defenses/saves and rolls are mostly only for damage done. inversely, enemies have the same struggle against you should you play appropriately.
How is the percentage shown a "rough" percentage and why would is poorly represent that actual probability (except for rounding errors)?