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Chill Touch D&D 5th Edition

  • Level: Necromancy Cantrip
  • Casting time: 1 Action
  • Components: V, S
  • Range(area): 120 ft
  • Attack(save): Ranged
  • Damage(effect): Necrotic
  • School: Necromancy
  • Duration: 1 Round

Chill Touch 5e

In this spell, you just need to create a hand which is like ghostly, skeletal in the space of a creature within a particular range.  To assail it with the chill of the grave, you have to make a ranged spell attack which is against the creature to assail it. On a first hit the creature the target will take 1d8 necrotic damage and also it can not regain hit points until you start the next turn but up to that, the hand will cling to the target.

Until the end of your next turn, it has disadvantage on attack rolls which were against you. If you hit an undead target this disadvantage will come into existence.

Check This: Arcane Hand Spell

This damages will increase by 1d8 measurements such as at the 5th level the damage will be 2d8, at the 11th level the damage will be 3d8 and at the 17th level the damage would be 4d8.

It is ironic how the spell’s name Chill touch implies that the spell’s range would be most likely melee but is in fact a ranged spell(a moderately decent range of 120).

Definitely prefer it being of touch or melee range, but seeing the users of the spell being quite squishy makes sense why it is ranged.

Also the additional debuff it adds of blocking the regain of hit points is quite remarkable since it definitely brings to mind of the regeneration it negates. But then, also to note that this will also apply to creatures who may get buffs from allies as well affecting their regeneration too. As an example, PCs. This spell definitely has the potential to be a great player-killer, not like we are specifically looking for player killing spells though by any chance.

Definitely makes you think of it’s potential, an NPC or PC has been injured pretty badly and their cleric is about to cast a juicy heal on them but you drop your sinister d8 hand from the grave on them and just stop any healing they were about to cast, quite amazing honestly.

Finally, to top it off, this also causes for the undead to get a disadvantage to attack the caster.

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Mass Cure Wounds D&D 5th Edition

Level: 5 (Evocation) Casting time: 1 action Components: V, S Range(area): 60 ft Attack(save): None Damage(effect): Healing School: Evocation Duration: Instantaneous …

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