Chill Touch — Complete D&D 5e Spell Guide
Table of Contents
- •Quick Answer
- •Overview
- •Stat Block
- •When NOT to Use
- •Comparisons
- •Spell Slot Efficiency
- •Pro Tips
- •Common Mistakes
- •Usage Tips
- •Synergies
- •FAQ
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.
| Property | Value |
|---|---|
| Level | 0 |
| School | Necromancy |
| Casting Time | 1 action |
| Range | 120 feet |
| Components | V, S |
| Material | None |
| Duration | 1 round |
| Concentration | No |
| Ritual | No |
| Save/Attack | ranged |
| Classes | Sorcerer, Warlock, Wizard |
| Metric | Assessment |
|---|---|
| Slot Efficiency | Infinite uses (cantrip—no slots burned). |
| Action Economy | Excellent |
| Opportunity Cost | High—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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
1d8 (4.5 avg lvl1), 2d8(9@5th), 3d8(13.5@11th), 4d8(18@17th). Necrotic, spell attack vs AC.
No—targets one creature, fails Twinned Spell Metamagic (must affect multiple). Quickened works for bonus action cast.
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.
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