How Does Chill Touch Work 5E

Hello magic practitioners of all shapes and sizes! Thank you for checking out the fourth instalment of our cantrip series. Thank you for using my spellbook and let’s get started. Today we’re talking about a most ominous cantrip indeed. May i introduce to you chill touch d&d 5e. It appears on the sorcerer, warlock and the wizard spell lists and it is found in the players handbook so everyone should have access to it. Now i’m really excited about this one, this is one of my personal favorites i would go further ado let’s take a look at those mechanics.

Mechanics

  • Level: Cantrip
  • Casting Time: 1 Action
  • Range/Area: 120 ft
  • Components: V, S
  • Duration: 1 Round
  • School: Necromancy
  • Attack/Save: Ranged
  • Damage/Effect: Necrotic

So starting out they’re gonna notics it’s a deed of damage and it increases at the 5th, 11th and 17th level for a capstone of 4d8 which isn’t super great, its not bad but it’s not super great. Cast time is one action, the range is an impressive 120 feet, the duration is 1 round of the saving throw is just the targets AC. Check out toll the dead 5e as well.

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Components are somatic and verbal meaning you have to speak in gesture with your hand, the school is necromancy and the damage type is necrotic which i don’t know i’m gonna name skill touch and the damage type necrotic. Yeah whatever i’ll roll with it. I always take a look at the description now.

Description

You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn.

Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Alright! Now in terms of its statements to really take note on…..the last part of the first paragraph until this essentially until the spell is over the hand occludes to the target that’s gonna be important for later and also prevents healing which is also super cool. Click on vampiric touch dnd 5e.

And if it’s an undead target it imposes disadvantage. So all great things in of themselves that when we take a look at the alternative uses. Also check out 5e tools.

Alternative Uses

There’s a lot of very interesting ones. So to start, once again this is up to your DMs discretion so if they say no-go, it’s a no-go all right. So i would like to point out that this spell essentially nullified all healing spells and all healing classes so that’s clerics and to lesser extent with auto regeneration so things like trolls for example would be great.

Another use that not all people are talking about is the ability to be invisible enemies. So if you cast chill touch on an enemy they turn invisible afterwards. That hand should hypothetically still be visible on them. Now it’s up to your DMs discretion of course so i mean  it’s up to him but i thought that was really interesting and then a couple of my games i was allowed to do that. Also read our blog post on cold weather rules 5e.

Conclusion

So if you have any other alternative uses that you’d like to point out or a way that this felt might be more properly utilized please feel free to comment down below and be more than interesting read what you have to say until then thank you so much guys and i will see you next time. Also read these posts eldritch blast 5e | poison spray 5e | mind sliver 5e | mage hand 5e | Inflict wounds | Ray of sickness |

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