Chill Touch
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At a Glance
Level
Cantrip
School
Necromancy
Casting Time
1 action
Range
120 feet
Duration
1 round
Concentration
No
How Chill Touch Works
| Casting Time | 1 action |
|---|---|
| Range | 120 feet |
| Components | V, S |
| Duration | 1 round |
Available to:
SorcererWarlockWizard
Damage
1d8 necrotic (increases by 1d8 at 5th, 11th, and 17th level)
At Higher Levels
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Common Mistakes
Common Mistake
Despite the name, it deals necrotic damage, not cold damage
Common Mistake
The healing prevention affects ALL healing, including potions and spell healing
Common Mistake
It requires a ranged spell attack roll, it's not a saving throw
DM Tips
DM Tip
This is extremely effective against trolls and other creatures with regeneration
DM Tip
The disadvantage against undead makes it tactically valuable in undead-heavy campaigns
Sources & Further Reading
- Chill Touch — D&D 5e Wikidot — Full SRD text
- Chill Touch — Roll20 Compendium — Structured reference
- Chill Touch — D&D Beyond — Official digital reference