How Can The Ultmate Chill Touch 5e Spell Guidance Work?

Chill Touch 5e

If you want to get more knowledge and learn about CHILL TOUCH 5E then be calm. Because we will try our best to explain all the guidelines.

Spellcasters, such as wizards and sorcerers, are completely incompetent with martial weapon systems that can inflict serious damage on the field of battle. In battle, those who instead rely on their spells for both offensive and defensive initiatives. Not every spell deals harm; some DnD spells purely and simply create illusions or help other spells deal more damage. Even so, if they are creative and original and in the right circumstance at the proper moment, they can transform any spell into such a damage-dealing spell.

Still, level one or higher spells of level one or higher involve the use of slots that are severely small for each short or long rest. You can’t always cut a fiery blade via your enemies with both the Flame Blade. Casters must take extreme caution when using their magical slots. Cantrips are instead employed as just an alternative.

More Information:

Cantrips are spells that don’t require spell slots, enabling you to cast them whenever you wish. The major drawback is that the spells either too weak or are only intended for utility instead of combat. However, some cantrips stand out from the rest. Frostbite, Vicious Mockery, and Thorn Whip are all effective damage cantrips. Even so, one cantrip in specific does more harm than the rest: Chill Touch.

CHILL TOUCH 5E needs to deal with 1d8 necrotic destruction as contrasted to the mentioned previously cantrips, which agree to 1d6 damage at the most (assuming they are cast all through level one). It has other adverse effects that the enemies can feel. If you have been curious about this spell for a while, this article will assist you in understanding it effectively.

WHAT IS CHILL TOUCH 5E?

CHILL TOUCH 5E is just a necromancy cantrip discovered on page 221 of the Player’s Guidebook. Necromancy spells deal with both the life force of creatures, whether they are giving or taking it. Since it is a cantrip, it does not involve a spell slot to cast. The spell’s key details are listed below. The following sections will discuss this information on a deeper level.

Cool Touch

Cantrip for Necromancy

Time spent casting: 1 action

120-foot range

V and S are the components.

1 round duration

Uses of CHILL TOUCH 5E:

Because CHILL TOUCH 5E is a medium-range spell, using it is similar to launching a ranged strike. However, there seem to be extra requirements for it to function, which also are listed below.

This spell must appear on your spell list.

So because spell requires an outspoken component, you should be able to communicate freely and clearly. You could cast this incantation if you are unable to speak due to spell casters that have suppressed you, bondages that have protected your mouth, or any other method.

Because the spell requires the physiological component, you should be able to move freely your hands. So, if you are not able to move your hands due to spells that have frozen your body, bondages that already have tied your hands, or any other process, you could not even cast this spell.

This needs to be cast as an action on your turn.

Some Steps:

When these requirements are met, you can cast CHILL TOUCH 5E as if it were a ranged attack. The steps below should show you how and where to cast the spell including its properties already formed.

  • Because Chill Touch has a variety of 120 feet, you should choose a target within 120 feet of you.
  • The attack’s modifiers are then decided by the DM. Assaulting enemies you can’t see with Chill Touch, for instance –, will give you a major drawback on your strike roll.
  • A target that’s also partly covered by something, such as a boulder or even a tree, gains a +2 reward to Armor Class (or AC) and Dexterity saving throws. This method allows for the modification of additional modifiers.
  • Finally, you roll your strike roll and multiply it by the suitable modifiers. The final attack roll would usually be 1d20 + your competency bonus + your spellcasting capacity modifier. The spellcasting ability variable varies by class, so check the “Who can cast Chill Touch?” segment to determine what spellcasting ability your class must have.

Details:

For example, a level one wizard with a +2 Intelligence variable casts the CHILL TOUCH 5E spell to attack a visible enemy 90 feet away. Supposing the wizard can talk freely and move their hands and has this cantrip available, the variety is the next requirement to be determined. Chill Touch has a 120-foot range, so it can hit this foe who is only 90 feet away from the wizard.

Since all of the requirements have already been met, they roll a d20 for their attack roll and get a 10. The Wizard class’s spellcasting ability is Intelligence, and level one wizards have a competency bonus of +2; thus, the final attack roll would be 10 (1d20) + 2 (your proficiency bonus) + 2 (Intelligence modifier), for a total of 14. If the enemy has an AC of 14, Chill Touch will attack them.

 Chill Touch 5E Working:

When you successfully attack a creature, you start creating a ghostly, skeletal hand near them. The clinging hand needs to deal 1d8 necrotic damage to their goal. Moreover, the creature cannot regain anything more hit points until the start of its next turn, making it a great spell against enemies who frequently cure or intend to heal. The hand lasts one round and clings till then.

Whenever an undead creature is influenced by this spell, they suffer a penalty on attack rolls against you until the end of the next turn. Numerous undead creatures, even so, are resistant to necrotic damage. When the goal of Chill Touch has necrotic harm resistance, the harm dealt is halved. If the goal is an undead creature with dead tissue damage resistance, their harm taken is halved, but they have a drawback on attack rolls against you.

Furthermore, the spell’s damage tends to increase with both the caster’s levels. The harm increases to 2d8 at level 5. It rises to 3d8 by level 11. Finally, by level 17, it has managed to reach 4d8.

This should be noted that the level requirement has been based on the character’s overall scale, not the category level that the cantrip was acquired. So, whether you’re multiclassing, add up only those levels and base the damage increase of Chill Touch on that. For instance –, if a character has two Wizard levels and three Combatant levels, and the Chill Touch cantrip, the spell’s harm is increased to 2d8.

WHO IS CAPABLE OF CASTING CHILL TOUCH 5E?

CLASSES

Chill Touch is not a unique spell to come through, as it is accessible to three classes as part of their spell list. These courses, in addition to their source and spell attack modifier, are mentioned below.

Classes that can cast CHILL TOUCH 5ESourceSpell Attack Modifier
SorcererPlayer’s Handbook, page   99Your proficiency bonus + your Charisma modifier
WarlockPlayer’s Handbook, page 105Your proficiency bonus + your Charisma modifier
WizardPlayer’s Handbook, page 112Your proficiency bonus + your Intelligence modifier

SUBCLASSES

Chill Touch could be cast by mildly more subclasses than classes. There seem to be four subclasses in total, each with a distinct source and spell attack modifier.

Subclasses that can cast Chill Touch Originating ClassSubclass Source Class Source Spell attack modifier
Arcana Domain ClericSword Coast Adventurer’s Guide, page 125 Player’s Handbook, page 56Your proficiency bonus + your Wisdom modifier
Arcana Trickster RoguePlayer’s Handbook, page 97 Player’s Handbook, page 94 Your proficiency bonus + your Intelligence modifier
Death Domain ClericDungeon Master’s Guide, page 96 Player’s Handbook, page 56 Your proficiency bonus + your Wisdom modifier
Eldritch Knight FighterPlayer’s Handbook, page 74 Player’s Handbook, page 70 Your proficiency bonus + your Intelligence modifier

The Chill Touch spell is accessible to both the Eldritch Knight fighter and the Arcana Trickster rogue because their Spellcasting subtype feature grants them access to a wizard spell list. Through their Arcane Activate subclass feature, clerics who have selected the Arcana Domain can obtain Chill Touch as a cantrip to select from the wizard spell list.

RACES:

The High Elf race is the one DnD race that really can cast the Chill Touch cantrip which does not come from Unearthed Arcana sources. Its precise details are provided below.

Races that can cast a chill touchRacial feature allowing the abilitySourceSpell attack modifier
Elf(High)Cantrip (can choose Chill Touch as the cantrip of choice) Player’s Handbook, page 23 Your proficiency bonus + your Intelligence modifier

IS THE CHILL TOUCH Okay?

Chill Touch is an unappreciated cantrip that is incredibly efficient. It deals so much more damage than other cantrips and inhibits enemies from restoring themselves for one session until the beginning of their following turn, which is necessary if the enemy aims to heal themselves and you desire the battle to end soon. Furthermore, it’s a ranged spell attack; maintaining your distance from an enemy is nothing new for spellcasters.

Chill Touch needs to deal about four to five necrotic damage to their target on average. It possesses the same damage range as a great club, battleaxe, longsword, rapier, as well as other weapons, but with significant effects. By level 5, the spell deals an average of nine necrotic damage; by level 11, it deals between 13 and 14 necrotic harm. Finally, it needs to deal an average of 18 necrotic damage by level 17.

Consider the following statistics from the Creature Manual:

  • There are 32 various varieties of undead creatures.
  • 11 of the 32 undead creatures (34.375% of undead creatures) have necrotic damage opposition.
  • Ten of the 32 undead creatures (or 31.25% of all undead creatures) seem to be immune to necrotic damage.
  • These two different types of creatures are reciprocally exclusive of one another. Thus, 21 of 32 undead creatures (or 65.625% of all undead creatures) have a barrier or immunity to necrotic damage.
  • Thirteen creatures have necrotic damage resistance if all creatures are assumed.
  • 11 of the 13 creatures (i.e., 85% of these creatures) are undead.
  • Twelve creatures are resistant to necrotic damage when all creatures are considered.
  • Ten of the twelve creatures (i.e., 83.33% of the total) are undead.

COMPARISON OF CHILL TOUCH WITH OTHER SPELLS

RAY OF FROST VS CHILL TOUCH

These two spells have many resemblances, as shown in the comparison below: Chill Touch as well as Ray of Frost (both from the Player’s Handbook, page 271) are cantrips that require the very same components, have the same amount of targets, and deal harm in the same way. They both deal the same quantity of damage, but they accomplish it in different ways. Chill Touch, on the other hand, has a bigger range (double that of Ray of Frost) and more extra effects.

Because both deal the same degree of damage, the choice boils down to what type of injury you would like to deal with. Statistically, 68 creatures in the Monster Manual have opposition or immunity to cold harm, while only 25 have opposition or immunity to necrotic damage. There are no creatures vulnerable to necrotic damage, but three seem to be susceptible to cold harm. Still, it varies depending on your campaign and the creatures you expect to meet.

Chill TouchRay of Frost
Spell level and type Necromancy Cantrip Evocation Cantrip
Casting time1 action1 action
Range 120 ft. 60 ft.
Components V, S V, S
Duration1 round Instantaneous
No. of targets OneOne
How damage is dealt Ranged spell attack Ranged spell attack
Damage amount and type 1d8 necrotic damage 1d8 cold damage
Additional effects Target cannot regain more hit points until the start of their next turn.

If the target is an undead creature, it gains a disadvantage on attack rolls made against the caster until the end of the caster’s next turn.
Target’s speed is reduced by 10 ft. until the start of the caster’s turn.
Damage increase By level 5, 2d8 necrotic damage.

By level 11, 3d8 necrotic damage.

By level 17, 4d8 necrotic damage.

By level 5, 2d8 cold damage.

By level 11, 3d8 cold damage.

By level 17, 4d8 cold damage.

FROSTBITE VS CHILL TOUCH:

Frostbite (from Xanathar’s Handbook to Everything, page 156) is a cantrip with the same characteristics as Chill Touch, such as the Vocal and Somatic components as well as the number of targets. Chill Touch, on the other hand, is a necromancy cantrip that deals 1d8 necrotic damage while Frostbite is an evocation cantrip that deals 1d6 cold harm; the latter needs to deal less damage. They have also various methods for dealing with damage.

The damage type is considered, just like it is when choosing between Chill Touch and Ray of Frost. See the previous section for statistics on creatures with resistance, protection, or sensitivity to necrotic and cold damage.

Chill TouchFrostbite
Spell level and type Necromancy Cantrip Evocation Cantrip
Casting time 1 action 1 action
Range 120 ft. 60 ft.
ComponentsV, S V, S
Duration1 round Instantaneous
No. of targets OneOne
How damage is dealt Ranged spell attack Failed Constitution saving throw
Damage amount and type 1d8 necrotic damage 1d6 cold damage
Additional effects The target cannot regain more hit points until the start of their next turn.

If the target is an undead creature, it gains a disadvantage on attack rolls made against the caster until the end of the caster’s next turn.

The target gains a disadvantage on their next weapon attack roll before the end of their next turn.
Damage increase By level 5, 2d8 necrotic damage.

By level 11, 3d8 necrotic damage.

By level 17, 4d8 necrotic damage.

By level 5, 2d6 cold damage.

By level 11, 3d6 cold damage.

By level 17, 4d6 cold damage.

FIRE BOLT VS CHILL TOUCH

Fire Bolt is another spellcaster’s cantrip comparable to Ray of Frost and Frostbite, however this time it deals fire risk rather than cold harm. Moreover, the range, as well as components of Chill Touch and Fire Bolt, are comparable, as is the approach to dealing with damage. However, Fire Bolt is doing more damage.

Chill Touch Fire Bolt
Spell level and type Necromancy Cantrip Evocation Cantrip
Casting time 1 action 1 action
Range120 ft. 120 ft.
Components V, S V, S
Duration 1 round Instantaneous
No. of targets OneOne
How damage is dealt Ranged spell attack Ranged spell attack
Damage amount and type 1d8 necrotic damage 1d10 fire damage
Additional effects The target cannot regain more hit points until the start of their next turn.

If the target is an undead creature, it gains a disadvantage on attack rolls made against the caster until the end of the caster’s next turn.

A flammable object hit by this spell ignites if it is not being worn or carried by anyone.
Damage increase By level 5, 2d8 necrotic damage.

By level 11, 3d8 necrotic damage.

By level 17, 4d8 necrotic damage.

By level 5, 2d10 cold damage.

By level 11, 3d10 cold damage.

By level 17, 4d10 cold damage.

Overall, choosing to ignore damage form, Fire Bolt wins in terms of damage managed to deal; it is considerably higher than Chill Touch. Chill Touch, on the other hand, has helpful additional effects on its goal. As a result, it is up to the player to choose which is more important: a cantrip that deals high damage or a cantrip that interacts with less damage but has impacts that handicap the aim.

TOLL THE DEAD VS CHILL TOUCH

Toll the Dead (Xanathar’s Guide to It all, page 169) is each cantrip. It initially needs to deal the same amount of harm as Chill Touch, but when a certain requirement is met, the harm increases to 1d12 necrotic damage. However, the condition that the target already has expended the whole of their hit points. They have also different attack methodologies and ranges, with Toll the Dead having the shortest.

Toll the Dead also needs to deal more harm when the enemy has already been broken and lost hit points. As a result, Toll the Dead may be the better option here.

Chill Touch Toll the Dead
Spell level and type Necromancy Cantrip Necromancy Cantrip
Casting time 1 action 1 action
Range120 ft. 60 ft.
ComponentsV, S V, S
Duration1 round Instantaneous
No. of targets One One
How damage is dealt Ranged spell attack Failed Wisdom saving throw
Damage amount and type 1d8 necrotic damage 1d8 necrotic damage; if the target has already lost hit points, 1d12 necrotic damage
Additional effects The target cannot regain more hit points until the start of their next turn.

If the target is an undead creature, it gains a disadvantage on attack rolls made against the caster until the end of the caster’s next turn.

None
Damage increase By level 5, 2d8 necrotic damage.

By level 11, 3d8 necrotic damage.

By level 17, 4d8 necrotic damage.

By level 5, 2d8 or 2d12 necrotic damage.

By level 11, 3d8 or 3d12 necrotic damage.

By level 17, 4d8 or 4d12 necrotic damage.

FAQs:

  • IS THE CHILL TOUCH A CANTRIP?

The answer is probably yes. Chill Touch is a cantrip for necromancy.

  • HOW MUCH Damage DOES CHILL TOUCH CAUSE?

Chill Touch deals 1d8 necrotic damage and an additional 1d8 when you reach certain levels. However, At level 5, the damage increases to 2d8, and at level 11, it increases to 3d8. Finally, it is increased to 4d8 at level 17. It should be noted that the level is based just on overall character level, not the level of the class from which the cantrip was acquired.

  • WHAT IS THE CHILL TOUCH RANGE?

Even though the spell’s name includes the word “touch,” Chill Touch does not have a “touch” range. Instead, it has a range of 120 feet, which is equivalent to 24 squares in battle maps, given that the standard size for each tile is 5 feet.

  • DOES CHILL TOUCH REDUCE COLD DAMAGE?

Even though the spell’s name includes the word “chill,” Chill Touch does not deal cold damage. It instead deals necrotic damage. But, Chill Touch is a deceptive spell!

  • WHAT EFFECT DOES CHILL TOUCH HAVE ON THE DEAD?

When you cast Chill Touch on an undead creature, it gains a disadvantage on attack rolls against you.

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