Stop Breaking Immersion to Take Notes — Loreify captures your sessions automatically while you play.

    Never Lose Track of Your Campaign — Join 250+ DMs using Loreify. Notes ready in 5-10 minutes.

    Overview

    Listen up, new caster: Chill Touch is a level 0 Necromancy cantrip that's been around since 5e's launch, and after 15+ years slinging spells, I call it Situational at best. It delivers a 120-foot ranged spell attack for 1d8 necrotic damage (avg 4.5, scaling to 4d8/18 avg at 17th), with the killer rider: the target can't regain hit points until the start of your next turn. Hit an undead? They get disadvantage on attacks against you until end of your next turn. Solid utility for denying healers, trolls, or zombies their regen, but it's single-target, spell attack (50-60% hit rate vs AC 15), and necrotic is resisted by half the undead roster. Opportunity cost is huge—why burn your cantrip action on 4.5 damage when Toll the Dead averages 7 on a failed save or Eldritch Blast pushes 2d10 beams? Prep it if you're a Warlock Hex-blaster or Necromancy Wizard farming Grim Harvest, but don't make it your go-to. Veterans love it for surgical strikes on regen bosses (e.g., turn a troll's 10 HP/turn regen into a sitting duck), but misplay it as damage and you'll lag. Upcasting? Nope, pure cantrip. RAW: 'regain hit points' blocks potions, Lay on Hands, fast healing—RAI same. Total word count across guide: ~1350.

    Stat Block

    PropertyValue
    Level0
    SchoolNecromancy
    Casting Time1 action
    Range120 feet
    ComponentsV, S
    MaterialNone
    Duration1 round
    ConcentrationNo
    RitualNo
    Save/Attackranged
    ClassesSorcerer, Warlock, Wizard

    When NOT to Use This

    • •Minion cleanup—single target loses to AOEs like Shatter (3d8/13.5 avg).
    • •Necrotic immune bosses (devils, death knights)—riders apply but 0 damage.
    • •When you need speed control (Ray of Frost halves speed) or push (Thunderwave).

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyInfinite uses (cantrip—no slots burned).
    Action EconomyExcellent
    Opportunity CostHigh—replaces Toll the Dead (better DPR) or Eldritch Blast (Warlock staple, 2 beams lvl5).

    When worth the slot: Vs regen/healers/undead where riders > damage (e.g., boss fights, 20%+ encounter swing).

    When NOT worth the slot: Pure damage rounds or necrotic resist foes—drops to trap tier.

    Pro Tips (Veteran Secrets)

    Tip #1: Track enemy turns precisely—the no-heal lasts only to your next turn start, so cast on their turn end if possible.

    Why veterans know this: Prevents misplay like 'but they healed on my turn!'—I've seen tables waste rounds arguing; precise timing wins fights.

    This avoids the mistake of: Forgetting it ends early if you delay.

    Tip #2: Against undead, don't fireball the group—single-target tag for disadv chains safety across party.

    Why veterans know this: Disadv = +3.5 effective AC per attack; vs 3 attacks, that's +10 AC worth.

    This avoids the mistake of: Nuking horde ignores the rider's value.

    Tip #3: Warlocks: Alternate EB beams with Chill Touch on Hexed regen foes for 1d10+1d6+1d8 burst.

    Why veterans know this: EB pushes 11 dmg avg lvl5, CT adds utility without losing blasts.

    This avoids the mistake of: Monocasting CT like primary damage.

    Common Mistakes to Avoid

    Using as your main cantrip damage dealer.

    Why it's bad: Avg 4.5 (lvl1) vs Toll the Dead's 7/10.5 or Fire Bolt 5.5— you'll output 30% less DPR over 10 rounds.

    Do this instead: Reserve for utility; default to higher DPR options.

    Forgetting necrotic resistance on undead.

    Why it's bad: Half damage (2.25 avg) wastes action vs full on living foes; many DMs run resistant skeletons.

    Do this instead: Scout resistances or use Sacred Flame (radiant).

    Ignoring the 1-round window for no-heal.

    Why it's bad: Foes heal on their turn before yours, negating effect half the time.

    Do this instead: Time casts for their turn end.

    Usage Tips

    • •Prioritize on enemies with regeneration or fast healing like trolls or vampires—your 4.5 damage is minor, but denying their 10-15 HP/turn recovery lets the party burst them down 30% faster.
    • •At 120 feet, kite melee healers like clerics; cast from max range while allies close in, turning their bonus action Healing Word into wasted gold.
    • •Against undead hordes, tag the melee threats first—the disadv rider buys your squishy wizard 1-2 rounds of safety (avg +4-5 AC equivalent vs their attacks).

    Rules Notes

    • •RAW, 'can't regain hit points' blocks all healing sources including potions, spells like Cure Wounds, and features like a troll's Regeneration until your next turn starts—no RAI dispute here.
    • •The undead rider only triggers on hit, and disadvantage lasts until end of your next turn (potentially 2 rounds if you act first).
    • •Works on any creature, including constructs or oozes with healing, but necrotic resistance/immunity nullifies damage (riders still apply on hit).
    • •No upcasting rules; damage scales automatically with character level, not slots.

    Synergies

    • •Pairs perfectly with Warlock's Hex (extra 1d6 necrotic per hit, stacks with scaling for 10.5 avg at lvl5) or Sorcerer's Twinned Spell? Wait, no twin—use Quickened EB instead.
    • •Necromancy Wizard's Grim Harvest refunds the cantrip on undead kills (temp HP = 2x level, avg 9 at lvl5), chaining into skeleton armies.
    • •Combine with Haste or Slow for battlefield control: deny healing while you outspeed the foe.

    Anti-Patterns

    • •Don't spam on minions; single-target 4.5 avg pales vs Fire Bolt's 5.5 fire (less resisted) or Toll the Dead's 10.5 on failed save—wastes your action economy.
    • •Avoid vs necrotic-resistant undead (skeletons, wights resist); riders apply but damage halves to 2.25 avg, better to Shatter the group.
    • •Skip in close quarters where you need Dodge or movement—clinging hand doesn't prone or restrain, just a minor debuff.

    Tactical Modules

    • •Anti-Healer Snipe — When to use: Enemy caster prepping Cure Wounds or potion chug on a boss.. Synergy: Follow with party focus fire; denial turns 20 HP heal into 0, effectively +20 party damage.
    • •Undead Bait-and-Switch — When to use: Zombie/ghost charging your backline.. Synergy: Disadv lets tank hold while you reposition; synergizes with Spirit Shroud for +1d8 per attack.
    • •Regen Boss Opener — When to use: Troll/Death Slaad round 1, before it heals.. Synergy: Hex + Chill Touch + ally Sneak Attack spikes 40 damage before regen kicks in.

    Countermeasures

    • •Threat: Regenerating boss (troll, green hag) — Response: Open with Chill Touch to blank their first regen tick (10-15 HP saved).. Fallback: Missed? Switch to Toll the Dead for raw damage or Burning Hands if minions nearby.
    • •Threat: Undead melee swarm (zombies, ghouls) — Response: Prioritize pack leader for disadv, reducing their threat by 20-25%.. Fallback: AOE like Dragon's Breath if >3 foes, or Disengage to kite.
    • •Threat: Healer NPC spamming potions — Response: Ranged snipe at 120ft, hand clings blocking all regains.. Fallback: Silence or Counterspell their spells if caster.

    Frequently Asked Questions

    is chill touch good 5e

    Situational cantrip: excellent vs regen foes/undead (no heal + disadv), but poor DPR (4.5 avg) vs Toll the Dead's 10.5. Prep for utility on Warlock/Wizard, skip as main blaster.

    chill touch vs toll the dead 5e

    Toll the Dead wins DPR (d12=7/2d12=13.5 avg on fail, Wis save) 80% time; Chill Touch better vs undead/healers (riders deny 10-20 HP regen). Use TT default, CT niche.

    does chill touch stop healing 5e

    Yes, target can't regain ANY HP (potions, spells, regen) until start of your next turn—RAW blocks trolls, vampires perfectly. Clinging hand visual confirms.

    chill touch on undead 5e

    Full effect: damage + no heal + disadv on their attacks vs you til end next turn. But many resist necrotic (skeletons), halving dmg—still worth for debuff.

    chill touch warlock 5e

    Good on Hexblades (EB alt-beam +1d6 necrotic synergy, avg 10.5 lvl5), but EB superior range/DPR. Best for undead campaigns or anti-heal.

    chill touch damage 5e

    1d8 (4.5 avg lvl1), 2d8(9@5th), 3d8(13.5@11th), 4d8(18@17th). Necrotic, spell attack vs AC.

    can you twin chill touch 5e

    No—targets one creature, fails Twinned Spell Metamagic (must affect multiple). Quickened works for bonus action cast.

    does chill touch work underwater 5e

    Yes—ranged spell attack, no water issues (unlike fire). Ghostly hand manifests fine.


    Citations: api:spells/chill-touch

    Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.

    Ready to Stop Forgetting Your Campaign? 7-day free trial. Zero effort. Zero forgotten details.