Chill Touch 5e

Chill Touch 5e

There are a plethora of amazing spells in D&D 5e, and each of them has certain unique features that offer a certain edge on the battlefield. Some of them are melee attacks that constantly take out hit points from your target, a few of them can bind them in an illusion, and many others. That is why every player should have a basic idea of spells that their class can use. Here, we are gonna provide you info on one such simple and interesting spell called the Chill Touch 5e. What does this spell do? Let us find out.

What Is Chill Touch 5e Spell?

This spell sounds like it freezes the target or deals some kind of freeze damage by touching the enemy, but no. This isn’t that kind of spell, but rather a ranged one. It means that you do not have to touch the target for this spell to work. This spell has a 120ft range and deals 1d8 necrotic damage. Also, this ain’t the only thing it does. After you cast this spell on a target, and they take the damage, a visible hand latches on to them till your next turn. So what does this hand do? It prevents the target from healing any hit points till your turn arrives.

Check out this article if you are into Dungeons and Dragons: D&D 5e Monk

Imagine being hit by a skeletal hand that makes you feel the chill of the grave, just reading this makes me quiver! The best thing about this spell is that it is a cantrip, so you can use it instantaneously and it is available right at level 1. Provided you can move and speak as this requires verbal and somatic components. You can even use this spell on undead targets to give them a disadvantage on their attack rolls, till your next turn.

D&D 5e Monk

Just like every spell in D&D 5e, the Chill Touch 5e damage level increases with an increase in your level. For example, as you reach level 5, 1d8 damage is added to the cantrip. Similarly, 1d8 damage is added to the 11th and 17th levels. So that makes it 2d8, 3d8, and 4d8 respectively.

Features of Chill Touch 5e

Features of Chill Touch 5e
  • Doesn’t require a spell slot because Chill Touch 5e is a cantrip.
  • Target takes 1d8 necrotic damage that increases for 5th, 11th, and 17th levels.
  • Needs the caster to be able to move their hands and speak.
  • Takes one action time and lasts for 1 round(for your next turn).
  • Contrary to what its name suggests it is a ranged attack that can target anyone who is in visible range of 120ft.
  • The Chill Touch 5e cantrip is available in 3 classes which include Wizard, Warlock, and Sorcerer.
  • Once the spell is cast on a target, they cannot heal as long as the next turn of the caster.
  • Adds a disadvantage to the undead when they are hit with the d&d 5e Chill Touch cantrip.

A Simple Guide and Some Unique Ways to Use This Spell

Using this spell is pretty simple, as long as you meet all the conditions to cast it. For starters, the caster must have this spell in their spell list and then meet the component requirements. In case, you are under some spell(like silence) that prevents you from speaking or if you are in bondage and cannot move. In situations as such, you cannot cast Chill Touch 5e. If you meet all the requirements then cast this spell on the desired target within 120ft range to deal damage and add the said effects.

While the range and the attack damage are all decent for this spell, that’s not the best part of this spell. The other effect which doesn’t allow the target to heal is a real handy feature and useful effect. So how to make the best use of that secondary effect in-game? Well, there are certain annoying creatures like trolls that heal quickly and can be a pain to take down. So this spell is the best way to stop their healing abilities for some time.

Another interesting feature that some might ignore is the that fact the spell makes a skeletal hand latch on to the target. Any ideas on how this can be useful? You might have guessed it right. Use the chill touch 5e on an invisible target and make the handhold on to it. You might not be able to see the target but you can bet that the hand is gonna be visible to you.

If you are looking for other ways to use this spell then check out this explorednd guide.

Other Alternatives to Chill Touch 5e

Now, if you already Chill touch 5e in your spell list and have a few other empty spots to fill then you should go for some good spells. Since almost every class in D&D 5e uses more than 1 cantrip and spell, we are gonna help you in picking those other spells/cantrips. We have listed out a few options that are more or less similar to chill touch 5e in terms of damage and usability. Choose the one you like from the list given below.

Fire Bolt

Chill Touch 5e

This is one of the most preferred cantrips in the game when it comes to dealing good damage. That is because it has a reasonable range and damage, but unlike chill touch 5e, this deals fire damage to the target. Artificer, Wizard, and Sorcerer are the classes with access to this cantrip. It is easy to use when you have somatic and verbal spell components and the target is visible within the 120ft range. If the hit is successful, the target takes 1d10 damage from the Firebolt attack.

While the damage is more than chill touch, there are no secondary effects. So this makes it a very simple spell that is only useful for purposes. That is causing some free damage. Also, many creatures are resistant to fire damage, just like there are creatures resistant to necrotic damage. So in that regard, there ain’t much of a difference.

You might also like our other article: D&D 5e Druid

Shocking Grasp

Chill Touch 5e

Unlike Chill touch, which doesn’t deliver on its name(since it is a ranged attack and not touch), this one does it because it requires the user to touch the target. Pretty hand cantrip when you are in close combat and need a good spell. The target takes 1d8 lightning damage when you touch them with this spell. Then there’s also the advantage chance with this spell which works if the target has equipped any metal armor.

There is one similarity between the shocking grasp 5e and d&d 5e chill touch cantrips. That is, both spells prevent the target from taking a certain kind of action or effect. For chill touch, the target cannot heal until the caster’s next turn arrives. In the case of Shocking grasp, after taking a shock attack, the target cannot take any action until the caster gets its turn. Different effects but of sort of similar advantage. This makes it one of the best dnd 5e touch spells/cantrips that Artificer, Wizard, and Sorcerers can use.

Guidance

Guidance

There is no denying the fact that this is one of the best cantrips in the game. So for those who have never used this cantrip or do not know what it does. This spell will let a player add a 1d4 to any ability/skill check. For example, you are rolling a die to escape a death trap and need a 10 to survive. In case you only got an 8-9 then use this cantrip and roll another d4 to get the required points to survive. See, how useful this spell can be to you and your party?

Remember, you can use this cantrip to roll the die before or after you go for the ability check. This works by touching the creature you want to use guidance on, and that’s its range. The duration is one minute and after the check has been made, the spell no longer works. Artificer, Clerics, and Druids get to use this amazing cantrip.

Vicious Mockery

Vicious Mockery

This is a damage-dealing spell as well as applies debuff to the target. It may sound like a funny cantrip name(which it is), but it also is a useful one. The user will shout out some insults to the target, only they aren’t just some random words, but ones that are infused with magic. If the target in 60ft range can hear them then they are gonna take a 1d4 physic damage. Unless they make a wisdom saving throw to dodge it.

After taking the 1d4 damage from the caster, the target is also left with a disadvantage for their next turn. So even if the damage is considerably less, there is the silver lining of applying the disadvantage on the target. A 1d4 damage is added at levels 5, 11, and 17 each. So use this cantrip to have fun by getting a chance to unleash some huge insults to the target. Only Bards can use this cantrip.

Ray of Frost

Ray of Frost

Even though this is a ranged attack, unlike chill touch, this one at least deals cold damage as it states. The target takes 1d8 cold damage from Ray of Frost and cannot escape as long they aren’t taking any cover or using some kind of defense spell. After taking the hit, the target will move slowly till 10 until your next arrives. The secondary effect is a nice touch but not as great as the shocking grasp effect. Still, this works if you wanna get away from the target.

The spell damage reaches a maximum of 4d8 when you reach the 17th level. If you are playing as a Sorcerer, Artificer, or a Wizard then you can add this cantrip to your spell list.

You might have also heard about other cantrips like Eldritch blast, Toll the Dead, or even Minor illusion spell. We felt that the above options would provide a unique choice to players, so we listed them as alternatives to chill touch cantrip. Players can use the desired cantrip that best suits their gameplay style and requirement.

D&D 3.5 Chill Touch

Unlike in 5e, chill touch was a little different when the 3.5 version of dnd was released. The spell had a completely different attack damage and effect in 3.5e. You can say the spell was a little accurately described as it wasn’t a ranged attack, but rather requires the caster to touch the target to work. Upon touch, the target was filled with negative energy that dealt 1d6 damage. They would also take 1 strength damage from this spell if a fortitude saving throw was failed.

In 5e, the spell doesn’t have any saving throws, but in 3.5e targets were able to escape this spell with a Fortitude partial or it will negate the saving throw. Also, it doesn’t have any effect on the undead, but they need to make a Will saving throw. If not they have to flee for 1 round per caster level+ 1d4 rounds.

Differences between Warlocks, Wizards, and Sorcerers

Many players new or even familiar can sometimes confuse between Sorcerers, Wizards, and Warlocks. This is because all 3 of them can use magic one way or another, and the difference between who and why they can use magic is at the core of what makes a difference between those 3 classes. So I’ll make it as simple as I can give you the answer in a single paragraph.

Wizards

First, let us talk about Wizards. They are the underdogs of the three. That’s because they do not have any innate ability to use magic nor are they blessed from birth to wield it. Wizards might discover the magic and work hard by studying and practicing their spells and incantation to be able to use it. Not to forget, certain spells also require materials to cast. This is how wizards can use magic. Imagine Naruto, minus the nine-tail fox!

Sorcerers

If we talk about sorcerers then they are very different from Wizards. Sorcerers have the innate ability to use magic, which might just even be a spark left from their ancestral that practiced magic, or we’re blessed with it. So sorcerers can use magic without having to practice or work hard, though they cannot use high-level spells. One other way they could use magic is because they might be at the center of some event that granted them such powers.

Regardless, they too can work on their skills to improve, though many argue that they cannot get better than wizards. Also, they might not even need spells to use magic(in some cases).

Warlocks

Warlocks are gain different from the above two classes, as not they practice magic or are born with it. Instead, their magic comes from other sources as they make pacts with deities or elder gods to be blessed with magical powers. The amount of power they obtain depends on the kind of deity they make a pact with. Though such things do come at a cost. So Warlocks have to do their deity or patron’s bidding when called upon. That is the price they pay to be blessed with magical powers.

That’s the core difference between all 3 classes in DnD.

You might want to check our other article on Dungeons and Dragons Green Flame Blade from here.

Wrapping Up

All this information might be too much for some and take a while to process, but all of it is useful. So read it all and find out everything you need to about the chill touch 5e cantrip along with instructions on how to use it. Since you will be using more than one cantrip in battles, also check out our recommendations for some other useful cantrips in the game. If you like any of the above cantrips then add them to your spell list.

Frequently Asked Questions(FAQs)

Who can use the chill touch 5e spell?

A few classes like Wizards, Sorcerers, and Warlocks are the only ones that can this spell to their cantrip list. There are no other classes or subclasses that can use this spell.

Do you have to touch your target to use the chill touch 5e spell?

No, contrary to what the name suggests, this is a ranged spell and can be cast from a 120ft distance.

Is the chill touch 5e spell the same as the one in dnd 3.5?

No, the chill 5e is a completely different spell when competed to the one we have in dnd 3.5. We have also talked about his in a separate section, so do read that to find out more.

What is the d&d 5e chill touch damage?

This spell deals 1d8 necrotic damage till you reach level 4 and after that, it deals 1d8 more damage for levels 5, 11, and 17 each.

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