Hello spellcasters! welcome to dndtopics.com. Today we’re going to be covering d&d 5e spell chill touch in its entirety. This cantrip actually gave me a little bit of hard time in terms of coming up with some combinations for it. But i got a couple that seemed to work the best. There’s a small issue with this spell and i’ll cover that a little bit later.
Chill touch is usable by the sorcerer, warlock and the wizard. As so far as to say it’s found on their spell lists. There are other ways of getting this spell of course but it’s always going to be found on those spell lists. And it is also found in the good old players handbook. So we should all have access to that. Now before we move on to covering its mechanics, description, uses combination all that good stuff please check out our other dnd 5e spell list. In any case lets dive right on into its mechanics.
- Damage: As with all damaging cantrips its damage increases based off of your character level. So first level it deals a pretty substantial 1d8. At fifth level it deals 2d8, at 11th level 3d8 and 17th level 4d8.
- Effect: The effect at a glance the target can’t regain hit points until the start of your next turn, until then the hand clings to the target. The undead targets have disadvantage on attack rolls against you until the end of your next turn. So this spell does a lot of things it’s a ranged attack roll or a spell attack i guess. So you may roll your d20 add your spellcasting modifier and from there that determines whether or not your attack hits. If your attack does hit you deal the damage mentioned above. And a skeletal hand gets stuck to whatever your target is and it stays there until the start of your next turn, during that time they can’t heal which is super useful it is arguably one of the best features in this spell. If you cast this on an undead target they have disadvantage on attack roles until the start of your next turn as well. It’s very very good stuff.
- Casting Time: It’s cast time is one action.
- Range: The range is a super impressive 120 ft.
- Duration: 1 Round.
- Components: Verbal and Somatic. Meaning you need to speak forth in incantation and gesture with at least one hand.
- School: The school is Necromancy.
- Damage: The damage type is Necrotic.
Now if you can’t tell there are a couple issues with everything i just write it out the first and most obvious being why the heck would you deal necrotic damage to an undead. In previous editions if you did as such it would actually heal the undead more times than not. However 5th edition does not really happen. However there are ton of undead that resist and that are sometimes outright immune to necrotic damage. So it is a little bit disheartening for that. So it’s like yeah you can do it you get this cool effect but the damage you deal is going to be minimal and there and it’s not just like high cr undead like there are some very low cr monsters that i personally commanly use like the shadow for an instance. The necrotic damage isn’t very effective on at all. In addition to that there aren’t a ton of undead that can self heal either i mean vampires are the obvious example but outside of them and a couple other higher cr creatures it’s not super common. So the usefulness on undead is pretty sad. Another issue with this spell is that it deals necrotic damage. There aren’t a ton of ways to modify necrotic damage in terms of maximizing its effectiveness.
The necromancy wizard for example doen’t really deal with necrotic damage at all, it’s instead focused on reanimating more than anything else so do bear that in mind. However overall it’s not a bad spell. At least i wouldn’t consider it one. It’s fun to use as interesting flavor to it so that’s all good. There are just a couple issues with the undead bit more than anything else.
Now let’s move on to its full description.
In this Chill Touch 5e spell you make a ghostly, skeletal hand in a space of a creature within range. As per this dnd spell you should make a ranged spell attack which is against the creature to assail it by the chill of the grave. So, on a specific hit, the target would take 1d8 necrotic damage and also it can not regain the hit points until start of your next turn.
Until then, the hand normally clings to the target. But if you hit an undead target, then it also has some disadvantages on the attack rolls against you until your next turn ends.
Did you read about minor illusion 5e spell
At Higher Levels:
This d&d 5e Chill Touch spell’s damage would increase by 1d8 whenever you reach 5th level the damage would be 2d8, at 11th level the damage would be 3d8, and at 17th level the damage would definitely be 4d8.
Once again pretty cool spell a lot of cool thematic elements with it. I like the fact that it actually creates a skeletal hand. That’s why it’s called chill touch by the way this is one of the strangest named spells in the game because chill implies that it deals cold damage and touch implies that it’s a touch spell but no it’s one of the best ranged cantrips at least in terms of overall range with that deals necrotic damage. So it’s not very aptly named.
Me and my friends just call it lich slap. I’ve seen that a couple times online there are couple other interesting names for it too but we’ll talk about that a little bit later on here. In terms of what you need to know very simply 120 foot rangeskeletal hand gets stuck to someone if you hit them. Deals damage and stick to them they can’t heal if they’re undead then they’ve disadvantage on their attack rules against you.
Note that it says it’s just towards you. So if they attack an ally then that they don’t have disadvantage on that attack so it is a little strange in terms of how it operates. But it’s pretty neat nonetheless it’s got a lot of things going on for a damaging cantrip.
Attributes Of Chill Touch 5e d&d
|Classes||Sorcerer, Warlock, Wizard|
|Casting Time||1 Action|
Now let’s move on to some alternative uses here
There are couple ways of using this spell outside of combat that is pretty interesting or even in light combat situations and i’ll go about that in a little bit.
The first is using it as a held action. This is something i haven’t seen a whole lot in any games i’ve played. But i think it’s a wonderful idea. Health actions as it relates to spells if you’re not super familiar. They consume the spell slot regardless of whether or not you activate them. For that reason cantrips worked perfectly for them because you don’t consume anything for cantrip you just cast it.
So you can make the trigger like as soon as he’s about to ingest something i cast chill touch on him and that’ll prevent an enemy from healing or turning invisible potentially i’ll talk about that a little bit later on here.
Another great way of using this all be it a little bit of an evil way is to use it to have a cleric or other divine individual really question the heck out of their god. This is best done with a certain metamagic called subtle spell that we’ll be covering earlier but if you interrupt the healing right by just subtly casting chill touch on someone odds are that’s gonna lead to some rather awkward situations to say the least. I think it’d be pretty hilarious not gonna lie but it might even be potentially game changing in your world if there’s a lot of religious undertones.
Another cool way of using this spell that i’ve heard talked about a few times is using it on invisible creatures. When a creature turns invisible oftentimes it can straight up wreck you however if they have a skeletal hand still clinging to them you should be able to approximate where they are and deal with it how you usually deal with it.
This is one of those things where it’s strange because it does apply outside of combat. But it still is damaging them so it might prompt combat. So it’s like a light combat thing that being said however it is a really cool nonetheless. If you have any cool alternative uses by the way drop them down beneath. This is a really difficult one to talk about because there’s not really a whole lot to break down and interpret here, it’s very plain what it does.