Chill Touch 5e| How Does It Work

Magicians and sorcerers, such as magicians, are not experts in weapons of mass destruction. When it comes to fighting, they rely on their magic for aggressive and defensive measures. Not every spell hurts. Some DnD spells simply create illusions or in other ways help to deal with further damage. Yet if they are creative enough and if they are in the right position at the right time, they can turn any spell into a damaging spell.

However, casting spells requires one or more spell slots, and these are very few for each long or short break. You can’t always cast a blade of fire through your opponents by casting a blade. Casters require to be very careful about when they use their spell slots. Alternatively, they use cantrips instead.

Cantrips spell is that do not require a spell slot, meaning you can cast them whenever you want. The downside is that these spells are too weak or they are just for use instead of fighting. But some cantrips are different. Vicious Mockery, Frostbite, and thorn whip are all right. Yet one cantrip, in particular, does more harm than these, Chill Touch.

Compared to the above-mentioned cantrips, which cause maximum 1d6 damage (assuming they are inserted during level one), Chill Touch 1d8 to deal with necrotic damage. It also has other effects that can affect the enemy. If you have been watching this magic for a long time, this article will guide you to get a better grip on magic.

What is Chill Touch?

Chill Touch is a necromancy cantrip that can be seen on page 221 of the Player’s Handbook. Necromancy magic is magic that deals with the life energy of a creature, whether it gives life or not. As it is a cantrip, it does not need a spell slot to cast it. Important spelling information is listed beneath. The following sections will discuss this information in more detail.

Chill Touch

  • cantrip necromancy
  • casting period: 1 action
  • Range: 120 feet
  • Target: The space of a creature within range
  • Components: V S
  • Period: 1 round
  • Classes: Sorcerer, Warlock, Wizard

How To utilize Chill Touch

Using Chill Touch is largely like creating a ranged attack since the spell creates a ranged spell attack. However, there are more conditions for it to work, which are listed down beneath.

  1. You need to be able to speak freely in an audible voice because spelling requires a vocal component. So, if you are in a situation where you cannot speak because of the spells that have silenced you, the slavery that has covered your face, or in some other way, then you cannot do this magic.
  2. ۔You should be able to move your hands freely as spelling requires a somatic component. So, if you are in a situation where you can’t move your hands because of the spells that freeze your body, your handcuffs, or any other way, then you can’t cast this spell.
  3. You, in turn, must cast it as an action.
  4. You should have this spell in your spelling list.

When these conditions are met, you can release Chill Touch by rules following of a ranged attack. The steps down will guide you on how to utilize the spell with the spell’s effects already set.

  • The DM then determines the modifiers required for the attack. For example, attacking opponents you can’t see with Chill Touch will hurt you in your attack roll. A target that is half-covered with a rock or something like a tree will receive a +2 bonus for their Armor Class (or AC) and District Saving Throw. Further editors can be adjusted in this process.
  • You must select a target within 120 feet of you as the Chill Touch has a range of 120 feet.
  • Finally, you roll up your Attack Roll and calculate it with the necessary modifiers. Generally, the final attack roll 1d20 + will be your skill bonus + modifier of your spell casting ability. The spelling modifier varies from class to class, so be sure to check out the “Who Can released Touch Cast” section to find out what your class’s spelling ability is.

For example, a Level One wizard with a +2 Intelligence modifier throws a Chill Touch spell to attack an opponent and can see who is 90 feet closer to them. Assuming that the magician can speak freely and shake his hand and that he has this cantrip available, there will be another limitation to determine. The Chill Touch has a range of 120 feet, so it can kill an enemy that is only 90 feet away from the magician.

Since all the conditions are met, they roll a d20 and roll 10 for their attack roll. The wizard class has intelligence as their spellcasting capability, and Level One wizards have the bonus of +2 skills. So the last attack will be Roll 10 (1d20) + 2 (your skill bonus) + 2 (intelligence modifier), total 14. If the enemy has an AC of 14, Chill Touch will kill them.


At first glimpse, chill touch can efficiently be considered as an acceptable cantrip, or at the minimum, it’s quite useful.

Chill Touch is an underrated cantrip that is really great to use. It does more damage than other Cantripes and prevents enemies from healing themselves for a period until the beginning of their next turn, which is important if the enemy intends to heal itself and you want to. That the war should end soon. Also, it’s a ranged spell attack. Keeping your distance against the opponent is no stranger to the spellcaster.

In terms of losses, Chill Touch deals an average of four to five necrotic losses on their target. It has the same damage threshold as Great Club, Repair, Battleax, Longsword, and more with bonus effects. Up to level 5, the spell deals with an average of nine necrotic harm. According to level 11, between 13 and 14. Eventually, up to level 17, it deals with an average of 18demage necrotic.

The downside of this magic is that it has a useful effect against the undead, but many undead creatures have opposition and immunity to necrotic harm. When regarding a Monster Manual independently, take a face at these stats:

  • There are 32 non-dead creatures of various difficulties.
  • Calculating all creatures, 13 creatures have resistance to necrotic damage.
  • 11 out of 13 creatures (ie 85% of these creatures) are non-dead creatures.
  • Calculating all creatures, 12 creatures are exempt from necrotic damage.
  • 10 out of 12 creatures (ie 83.33% of these creatures) are non-dead creatures.
  • Out of these 32 non-dead creatures, 11 (ie 34.375% of non-dead creatures) have resistance to necrotic damage.
  • Out of these 32 non-dead creatures, 10 (ie 31.25% of non-dead creatures) have immunity against necrotic damage.
  • These two kinds of creatures are different from each other. Thus, 21 out of 32 non-dead creatures (ie, 65.625% of non-dead creatures) have resistance to necrotic damage or immunity.

In short, non-dead creatures are more likely to be resistant to necrotic damage than all other creatures. However, it can compensate for the losses of Chill Touch grants on its undead opponents. And yet, the Chill Touch is the best magic to use when not talking on the indie because it is a cantrip and a lot of damage to deal with. So if you are not planning to go against the undead monsters, consider taking a Chill Touch with you.

Chill Touch Function?

You make a ghost, skeleton hand within the range in the space of the creatures. Perform a vast magic attack against the creatures to attack them with the cold of the grave. On a single hit, the target suffers 1d8 necrotic damage, and it cannot achieve hit points until the start of your next turn. Until then, the hand clings to the target.

If you hit the undefeated target, it also damages the attack rules against you by the end of your next turn. When you reach the 5th level (2d8), the 11th level (3d8), and the 17th level (4d8), the loss of this spell increases to 1d8.

The Races

The only DnD that is not from Unearthed Arcana sources can release the Chill Touch cantrip, and that is the Elevated Elf race. Its details are described beneath.

 The Races that can cast Chill Touch A racial feature allows the ability Source  A Spell attack modifier
Elf (High) Cantrip (can select Chill Touch as a cantrip of choice) Player’s Handbook, page 23 Your ability bonus + your Intelligence modifier

Compare Chill Touch with other spells

Chill Touch vs. Ray of Frost

As seen in the comparison down, these two magics have many resemblances: Chill Touch and Ray of Frost (from Players Handbook, page 271) both have the same desired components, the same number of targets, and the same methods. With cantrips. Dealing with damage. They deal with the same damage in spite of the different types of damage. However, Chill Touch has a higher limit (twice as much as Ray of Frost) and has different effects.

When deciding between them, it depends on what kind of damage you want to deal with because they deal with the same amount of damage. According to statistics, in Monster Manuel alone, 68 creatures have resistance to cold damage or immunity, while only 25 creatures have opposition or immunity to necrotic damage. There are no creatures that suffer from necrotic damage, but there are three that suffer from cold damage. Still, it relies on your campaign and which creatures you think will encounter.

  Chill Touch Ray of Frost
Spell level and kind Necromancy Cantrip Evocation Cantrip
Casting Period 1 action action 1
Range/area 120 ft. 60 ft.
Components V, S V, S
Time 1 round Instantaneous
 targets number 1 1
How damages dealt Ranged spell attack Ranged spell attack
Damage amount and kind 1d8 necrotic harm 1d8 cold harm
Extra effects Target cannot recover more kill points until the start of their next turn.

If the target is an undead creature, it achieves a disadvantage on attack rolls made against the caster until the completion of the caster’s next turn.

Target’s capicty is reduced by 10 ft. until the start of the caster’s turn.
Damage increase By level 5, 2d8 necrotic harm.

By level 11, 3d8 necrotic harm.

By level 17, 4d8 necrotic harm.

By level 5, 2d8 cold harm.

By level 11, 3d8 cold harm.

By level 17, 4d8 cold harm.

Toll the Dead vs Chill Touch

Toll the Dead (from Xanathar’s Guide to Everything, page 169) is a very unique journey. At first, it causes the same damage as Chill Touch, but when a certain requirement is met, it grows to 1d12 necrotic damage. The requirement is that the target has already failed one of its hit points. They also have other attack techniques and different ranges, with Toll the Dead being the least.

They both deal with their confidence as they choose to embark on their play activities. Tool Dead is good if you have more magic to save DC or if the enemy has less ability of wisdom. In addition, Toll the Dead does more damage when the enemy has already done damage and lost kill points. So, Toll THe Dead may be a better choice here.

The Chill Touch vs Frostbite

Firebolt (from Players Handbook, p. 242) is another evocation cantrip like Ray of Frost and Frostbite, but this period it deals with fire damage rather than cold harm. Additionally, chill touch and fire bolts have the same range and features, as well as damage handling. Even so, owning one is still beyond the reach of the average person.

Overall, if we ignore the kind of damage, the fire bolt wins in terms of its damage. That’s a lot more than a Chill Touch. However, Chill Touch has a number of valuable additional effects on its target. Thus, it is up to the player to decide what is important: a cantrip that does more harm or a cantrip that does less harm, but the effects are those that affect the target.

As far as the kind of damage is concerned, based on Monster Manuel alone, there is more resistance or immunity in living creatures than in fire damage (81 creatures)than necrotic harm(25 creatures). In that case, Chill Touch wins. However, more creatures are at risk of fire damage (9 creatures) than necrotic damage (none). As far as weaknesses are concerned, the fire bolt beats.

  Chill Touch Fire Bolt
Spell level and kind Necromancy Cantrip Evocation Cantrip
Casting period an action an action
Range/area 120 ft. 120 ft.
Components V, S V, S
Time 1 round Instantaneous
targets number One One
How harm is dealt spell attack Ranged spell attack Ranged
Damage amount and kind 1d8 necrotic damage 1d10 fire damage
Extra effects The target cannot regain more hit points until the start of their next turn.

If the target is an undead creature, it achieves a disadvantage on attack rolls made against the caster until they complete the caster’s next turn.

A flammable object hit by this spell ignites if it is not being worn or carried by anyone.
Damage increase By level 5, 2D8 necrotic damage.

By level 11, 3D8 necrotic damage.

By level 17, 4D8 necrotic damage.

By level 5, 2D10 cold damage.

By level 11, 3D10 cold damage.

By level 17, 4D10 cold damage.


FAQs, Chill Touch 5e

Chill Touch Is a cantrip?

Yes, it is. the Chill Touch is a necromancy cantrip.

Chill Touch Deal How Much Damage?

Chill Touch 1d8 deals with necrotic damage and deals with Extra1d8 when certain levels are reached. At level 5, the damage increases to 2d8. At level 11, it has been extended to 3d8. Finally, at level 17, it is extended to 4d8. Note that the level is based on the overall character level, not the level of the class from which the cantrip came.

The Range Of Chill Touch Is What?

Despite the word “touch” in the spelling name, Chill Touch doesn’t actually have a “touch” limit. Instead, its range is 120 feet, which is 24 squares in battle maps, the standard size for each tile being 5 feet.

Is Chill Touch Deal Cold Damage?

Despite having the word “chill” in the magics name, Chill Touch Is not really deal cold damage. Instead, it deals necrotic damage. Chill Touch really is misleading magic!

Apparently, you can not throw magic at a target you can’t find, even if the spell itself does not determine the line of sight, but the chill touch doesn’t get cast at a target. Rather, at a space you cast it, and then you create a ranged attack to kill a target in the space.
Chill touch prevents regeneration, yes. The spell’s text says that the target can’t achieve kill points, and there is nothing in the text of the troll’s regeneration quality that contradicts.

What Does Chill Touch Do To Undead?

When Chill Touch is released against a non-dead creature, it gains a disadvantage on attack rolls against you.

Who Can Cast Chill Touch?

Chill Touch is not rare magic to encounter, There are three classes that have access to it as part of their available spell.l Sorcerer, Warlock, and Wizard can cast Chill Touch.

Touch attacks ranged from touch attacks and many other same attacks caused as part of magic may therefore be Utilized to deliver sneak attacks so long as they fulfill with the normal conditions of a sneak attack.

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