Chill Touch 5e is a great game for all levels of players. It’s easy to learn and play, and it offers a lot of opportunities for roleplaying. This guide will help you get started in the game, and help you find the best ways to enjoy Chill Touch 5e.


It’s a frequently neglected damage-cantrip for regular spells, like firebolt but it’s still an effective option and occasionally amazing.

Guidelines for contact that’s chilled are are found on page 221 of the Player’s Handbook, areas they include:

Chill Touch 5e

Necromancy may be a trigger

Timing to Cast 1 step

Range 120 feet

Components: V, S

Duration 1 round

It is possible to create the illusion of ghostly hands, which are bones in the presence of an enemy in range.

Create a spell that can be used against the creature that will afflict them with chilling death.

If you hit the target the victim suffers 1d8 of necrotic damage and can’t recover damage points until the start new round. The hand will stick to the object.

If you knock down dead targets you will also be at an advantage in attacking rolls until the end of the next turn.

The damage caused by this spell increases by 1d8 when you move up to 5th grade (2d8) 11th Grade (3d8) or the 17th grade (4d8).

If we examine the rules that govern chill-touch, we will see that It is in line with the standard guidelines for cantrips that can be harmful.

It is required to roll an attack on spells, and results in damage in proportion to the regular progress of cantrips. Getting additional damage dice in the 5th, 11th and 17th levels.

Is Chill Touch Good?

At first glance, chill touchcan be easily be regarded as an acceptable cantrip or at the minimum it’s quite good.

If we look at it in comparison to firebolt only for damage, they’re quite similar, with only tiny differences.

Firebolt is defined as an attack with has a range (similar similar to chill touches). It is able to deal 1d10 damage to fire (whereas chill touch deals necrotic damage equal to 1d8) and ranges of 120 to (also like chill touch).

The firebolt effect can also cause things flame up, while cool touchhave added effects which blocks healing, and also provides an additional boost to undead.

If we take a look at the damaged areas, the difference between D8 and D10 is only one point per loss.

Yes, it’s around 4 points to the 17th level. It doesn’t include the excellent roll, however, in general (I.E nearly all of times) it’s a small loss.

The first thing to consider is the kind of damage. The fire damag is one of the toughest damage types that are available within the game.

A lot of creatures are in opposition to firebolt, making the firebolt less effective or useless against them.

However, a the Chill Touch can cause necrotic injury which is far less resistible and less vulnerable creatures to it.

This implies that that the contacts will likely be able to do the full quantity of destruction to any foe you come across.

Hot Tip

If you’re seeking to maximize your damage type , the most efficient method of damage for the worst is what follows: magical bludgeoning and cutting and piercing force as well as psychic radiating necrotic acid fire, thunder, and non-magical bludgeoning, cutting and piercing.

It is determined by the amount of animals that are immune to the kind of harm that is caused by these types of weapons. Weapons that use magic have the least resistance and non-magical weapons have the most resilient.

Optimizing Chill Touch

The best advantage from this trip, it’s not dependent on the type of class that is able to use it or the kinds of feats that boost its effectiveness however, rather it’s about the most effective time to use it.

As we mentioned, it’s slightly more costly than its rival, firebolt. It is used for destruction which is much more potent against larger variety of animals.

The moment when the cool-touchgets its luster is when you’re in a position profit from its other benefits. The first is that it denies your opponent the capability to recuperate hit points.

This is particularly advantageous against creatures that have the Regeneration ability and stops the ability of these creatures to rapidly heal following battle, like the trolls and Hydras.

It could also be powerful to use against opponents who might be able to heal the people who are around them.

If any of your friends has defeated an opponent, you may want to try create a chillon them to make sure that their cleric doesn’t bring them back up.

The impact of causing the disadvantage attack roll when it is determined that the target isn’t dead is quite excellent.

This means that they’ll not be as likely hit you and any other person they may have in mind. Having the least number of hits is always a good thing.

In addition, this ability is only available to undead targets until to the close of the next turn.

This means you could be able to assist someone who is fighting against an undead animal that they wish to be free of but aren’t willing to spend their time disengaged from it.

By causing disadvantages for your adversaries, they’ll be able to easily escape, while you do some harm while aiding them.

Another, and probably unnoticed aspect of this adventure is the need for a bit more understanding of the creatures in the game.

If you can recall from earlier certain animals are immune to necrotic wounds. The species that are immune to necrotic injury are Shadows, Ghosts, and Banshees and other species.

What you might be able to see from this is that they are likely to be the sort of creatures best known as the undead of incorporeal.

This undead is less able to defend itself when attacked that are triggered by cold touch. cold touching.

If you’re fortunate enough to encounter something that is immune to necrotic injury, chill touches are still extremely efficient.

If it’s invulnerable to necrotic damage and necrotic damage, it’s likely in addition undead. This allows you to gain an advantage over its attacks.

Final Words

It’s probably safe to affirm the Chill Touch is an excellent cantrip, and it is especially effective in situations where its secondary functions are able to be used.

One factor that could make chill touch to be missed is the fact that Chill Touch is often referred to as a spell which can be a ranged attack, but not an attack that is melee (as the name implies) and also causes necrotic damage, not chill-related injury (as chill suggests)!.

If it had caused cold damage or a melee attack , the impact could be more severe than it actually is. It’s just natural for it to be misinterpreted by the players’ first glance.