Chill Touch 5e - D&D 5th Edition Spell Book

Call Lightning 5e
Chill Touch 5e Image

Chill Touch 5e Spell Effects

Necromancy cantrip


Casting Time: 1 action

Range: 120 feet

Components: V, S

Duration: 1 round


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).


All information on Chill Touch 5e comes from the DnD Player's Handbook.

Acid Splash 5e

Classes That Can Cast Chill Touch 5e

The following classes from the player's handbook can cast chill touch 5e:

  • Sorcerer
  • Warlock
  • Wizard


Since chill touch is a cantrip and doesn't have a spell level, it isn't available to any of the cleric domains.


Also, I know what you're thinking: "I thought this spell was called 'chill touch'?" So, why's it deal necrotic damage? Good question. Like you, I also feel that this spell should be called "Grave Touch," or "Skeletal Hand," or something. But, whatever, I guess we can't always get what we want. Chill Touch deals necrotic damage, not cold damage, for some reason. Who knows why.


Chill Touch Spell Effectiveness

Damage 1st Level 5th Level 11th Level 17th Level
Damage Dice 1d8 2d8 3d8 4d8
Average Damage 4.5 9 13.5 18
Average Fighter DPR 11 19 30.5 41

Spell Damage

Only roughly half of the value from chill touch comes from its damage - the other half comes from preventing healing, and in some cases, giving disadvantage on attack rolls (to undead). The numbers presented on this table are compared to a fighter's average damage per round, which is calculated before factoring in hit chance. These numbers are rough estimations, intended to provide only an idea of chill touch's overall value as compared to the damage from another class.


Chill Touch 5e Usefulness

Chill Touch, like many spells in DnD, can be amazing when cast in the right situation. Or, it can be highly mediocre when cast in a suboptimal situation. To get the most from this interesting cantrip, try using chill touch 5e in the following circumstances.

  • If you're facing an enemy who is getting a lot of healing sent their way, be sure to utilize Chill Touch 5e. Since Chill Touch prevents healing on the target for 1-round, it should absolutely be spammed on enemies who rely on incoming heals.
  • Cast Chill Touch 5e when you're out of spell slots. This advice is probably obvious, as the damage/ utility from chill touch is certainly less than even 1st-level spells, but it is an important way to optimize its usage.
  • Use Chill Touch on enemies with low AC. Since a "ranged spell attack" goes against the target's AC to hit, in place of a saving throw, targets like other spell casters are actually relatively easy targets to hit, with chill touch 5e.
  • Finally, chill touch should certainly be prioritized against enemy undead who deal physical damage (not spell casters). Though the disadvantage to undead hit chance from a successful chill touch only applies to attacks they make against you - and not your allies - it's still a useful part of the spell to keep in mind.


Necrotic Damage Resistances, Immunities, and Vulnerabilities

When using Chill Touch 5e, it's worth knowing ahead of time that in the DnD Monster Manual, there are 11 monsters with necrotic damage resistance, 11 monsters with necrotic damage immunity, and 0 monsters with necrotic damage vulnerability.


Dungeon masters may always decide to give enemies you face off against necrotic damage vulnerabilities, but in my experience, most DMs aren't so generous. There are certainly other spell damage types that have more monsters with resistance and immunities (acid, fire, and lightning for example - consider spells like acid splash, burning hands, and call lightning), though the 22 monsters that reduce necrotic damage are worth looking out for.



Combine Chill Touch with the Following Spells

Chill touch is really not an amazing spell in the early game, but it's one of those spells that grows in value the further you get into your RPG campaign. In my experience, the further you go into a campaign, some of the more difficult fights you'll face often come from battling enemy healers. Since chill touch prevents healing for 1-round entirely - and there is no limit to how much healing it prevents - it can be truly amazing past 11th-level or so, when healing spells get really powerful.


Try combining chill touch 5e with the following spells to get the most out of this cantrip, especially in later levels.

  • Bless: normally, bless doesn't benefit spell casters very much, since hit chance is usually determined by enemy saving throws. However, since chill touch is a ranged spell attack, it technically counts as an "attack roll," meaning the +1d4 bonus from bless actually does apply.
  • Haste: characters affected by haste gain an extra action every round, meaning that haste pretty much meshes well with every spell in the game. Though Chill Touch 5e doesn't exactly do a ton of damage, if you're facing one or more enemy healers, you could cast chill touch on multiple enemies per round, effectively preventing multiple targets from being healed. Though chill touch is a mere cantrip, this simple combination could really make life difficult for an enemy healer.
  • Hellish Rebuke: this spell doesn't exactly multiply the effects from chill touch or anything. Instead, it's really just here to remind you that if your target's resistant or immune to necrotic damage, to - for the love of god - cast a spell with a different type of damage.


Chill Touch 5e Counters

If I was a healer, facing an enemy with chill touch, I would certainly make the time to silence them, use charm person, or cast cause fear on them. Really, anything to interrupt them from continually preventing my allies from receiving healing effects would be worthwhile effort.


Additionally though, since chill touch 5e uses AC to hit, it's also worth casting some of the following spells to lower chill touch's hit chance:

  • Bane: as the opposite of bless, you can use bane to lower a target's (3-targets', in fact) ranged spell attack by 1d4. Though bane doesn't outright prevent a spell caster from using chill touch 5e, it does make hitting with the spell more difficult.
  • Mage Armor: similarly, mage armor effectively raises AC of the target (in some cases), making it harder for them to be hit with spells like chill touch.


Chill Touch-Type Spells in Eternity TTRPG

There are so many TTRPGs out there that many players just go with D&D. 5e is the most well-known tabletop RPG in the world, it's a great system, and finding a group to game with is a piece of cake.


If you've ever wondered about finding a game that might better suit your gaming tastes though, let me shamelessly self-promote Eternity TTRPG for a second. In Eternity TTRPG, players can share the game master role, everyone gets to play a character (including GMs), and the game features really awesome tactical combat.


Below, I've included an example spell from Eternity TTRPG that's similar to Chill Touch 5e as a very short example you can use to compare how each game works.

Revenant Class Icon

Revenant/ Witch - Core Class Spell

Hex (Magic): weapon Range, -3Strike Bonus vs. Dodge or 4Range, -3Faith vs. Will. If this spell hits, you prevent the next 2HP of healing that the target would otherwise have received (can stack without limit). The target still receives any applicable Fatigue that they would otherwise have received from the prevented healing effect.

(Double-Hit): also deals 1damage.

  • (Grimly Fated) Not only is the next 2HP of healing prevented, but it instead causes the target to instead take equivalent damage.
  • (Of the Dread Vale) If this spell hits, the target also has -3Resilience, -3Dodge, and -3Will.
  • (Witch's Coven) Up to 3 enemies. *Double-Hit with this critical only allows one of the attacks to also deal 1damage.


Similar to chill touch 5e, Hex prevents healing on affected targets. Though there is a cap to how much healing can be prevented, and hex does not deal damage (unless the attack roll is very high), it's probably the closest example of a comparable spell within Eternity TTRPG. Revenant/ witch happens to be one of my favorite classes in the game (though revenant is an expansion class) as it has many unique debuff-like effects available in its spell/ ability kit.


Curious to learn more about the Eternity TTRPG Game System? Check out the Eternity TTRPG Core Game PDF!

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

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By Jacob Tegtman December 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1GBbHsUFBR8 Transcription Visit the Final Fantasy Tabletop Roleplaying Legend Edition Website . Final Fantasy fans… it’s finally happening. A brand-new tabletop RPG built specifically to capture the tactical, job-swapping, limit-breaking chaos we love from the Final Fantasy series. But… for those of you who are familiar with Final Fantasy d20, and other predecessors to this Legend Edition, why make a whole new system when Final Fantasy Tabletop RPGs have already existed in the past? And what makes the Final Fantasy Legend Edition so special? Today, we’re diving in to the game that aims to become the definitive way to play in Ivalice—or any Final Fantasy world—at your table. Oh, and did I mention that this is a professionally-designed game book and PDF assets for every conceivable part of your game – and it’s all 100% free? That’s right, free. This is a passion project brought to you by Mildra the Monk and his amazing team that they’ve been working on for years. It’s absolutely incredible what they’ve put together, and you can get it for your table today – at no cost. Hey everyone, welcome back to ETTRPG—your home for tabletop news, deep dives, and world-building inspiration. If you love Final Fantasy, Tactics-style combat, or job systems with way too many builds to ever be able to properly enjoy it all, today’s video is for you. So, Final Fantasy TRPG: Legend Edition is a spiritual successor to the long-running Returners’ Final Fantasy RPG and its offshoots like Final Fantasy 4e and Omega Fantasy. But this isn’t just a rehash—this is a completely modernized, research-driven rebuild of the whole system. The devs, among them Mildra the Monk, who has been a big supporter of us at Eternity TTRPG for years, spent three years dissecting the games, the lore, the combat, and all the unique systems that Final Fantasy fans love. The result? An intermediate-complexity tabletop RPG laser-focused on recreating the true Final Fantasy experience – at the table—without any confusing crunch, or decade-old legacy rules. Ok, as I mentioned, there are other Final Fantasy tabletop systems already. But here’s what it boils down to for why it was worth it for Mildra and his team to create this new system. Number one: Simplicity None of the previous games fully capture the mythos of Final Fantasy while still giving players complete setting freedom . Where earlier systems often tied you to a specific world, tone, or era, Legend Edition was built around a single core design principle, which is: “Mythos over setting.” This means the rules capture the soul of Final Fantasy—Summons, Jobs, elemental affinities, cinematic abilities—but they don’t lock you to Ivalice, Gaia, Spira, or any one timeline. Using this game system, you can: Recreate your favorite Final Fantasy world. Mash up multiple games. Or build your own world entirely from scratch. This is FF energy, but not FF rails , that makes it such a big deal. So, moving on, What Makes Legend Edition Stand Out? The first piece is: Ridiculously Modular Character Building. In the future, I plan to do more videos on Final Fantasy Legend Edition. But let’s content ourselves today by summarizing – at least for this section – that there’s 50+ Jobs drawn from across the franchise. Included are fan favorites and long-time classics such as Dragoon, Black Mage, Thief, Time Mage, Gunbreaker, and dozens more. Using these 50+ Jobs, you do in fact have over 25,000 job combinations available to you, as a player. And these aren't “same-y” class splashes. The track-based advancement system makes each mix feel meaningful, distinct, and highly customizable. Oh—and there are 14 playable races taken from the Final Fantasy universe , each with their own unique ability. This is one of the most flexible JRPG-inspired character engines out there. The second big item that makes the Legend Edition Stand Out is Streamlined, Row-Based Combat, like your favorite Final Fantasy games from back in the day. Legend Edition offers an easy-to-learn row-based combat system that keeps the spirit of classic Final Fantasy battles while speeding everything up. You still get things like: Elemental affinities, Status effects, Skills with cinematic alt uses, And powerful Limit break moments. But, the math is way smoother than you’d expect. You won’t need a calculator, like if you took Final Fantasy I directly to your table. Next up is that the book provide you with Mythos-Driven Campaign Systems. Final Fantasy stories, across all games even back to the originals, are political. Big factions, world tension, and meaningful alliances are core to the franchise. Legend Edition builds this directly into play with: A Reputation & Affiliation system . You also have what’s called “The Holdings system” to build your very own base. The game comes with expanded NPC creation rules, and a robust Skill Game system for non-combat set pieces. This is the stuff that makes your campaign feel like a Final Fantasy game, not just another “game like D&D,” but with a “Final Fantasy” sticker slapped on their for flavor. As if all of the core game’s features are not enough, The Expansion Books Are pretty Wild. The Ultimania Expansion adds: 28 new races , 4 new jobs , 300+ sample items , Airship & Mecha creation systems , plus More Skill Games and Affiliations. Meanwhile, the Enemy Intel Field Guide brings you 200 full NPC stat blocks , a Fully detailed bestiary, and Drop-in encounter prep tools. Basically, everything you need as a Dungeon Master to prep your game with maximum Final Fantasy feel, and minimal effort. Additionally, if you want to run FF Tactics, FFIX, FFX, or even a fully original world—these books give you all the toys for each of those specific settings. Wrapping it all up, Legend Edition emulates the cinematic spirit of Final Fantasy with its Big narrative beats, Cutscene-worthy skill moments, Dramatic faction politics, Summons that feel truly mythic, and Job classes that are meaningful extensions of character identity. If you’ve ever said “I wish Final Fantasy had a premier tabletop version,” this is the game you need to try out at your table, next. So, if you’ve made it this far, I think you and I both know it’s time for you to download your free copy of Final Fantasy Legends Edition. I’ve got that link in the video description below. But I want to hear from you: what do you think? Does Legend Edition finally deliver that top-quality Final Fantasy tabletop experience we’ve all been waiting for? And if so, what will be the first Job class you’ll try out? Let me know in the comments. Hit like, subscribe, and share this video with your party. Let’s get Mildra and his team the recognition on this masterpiece that they truly deserve. Until next time—may your crits be big, and your summons be even bigger.
Undead figures in a city at night, with one playing a stringed instrument under a large, crescent moon.
By Jacob Tegtman December 6, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=RwDiy7u-wUo Transcription In Kalero, the canyon walls sing.  Not literally — but if you listen closely, as the desert wind slips through the stone crypts and carved tombs, you’ll hear something. A rhythm. A pulse. A beat. And when the Crooked Moon dips behind the cliffs, figures begin to emerge — their bones glowing with blue light, their skulls crowned with curls or braids, their steps half-dance, half-swagger. These are the Relicborn — the living memories of Kalero. Dressed in vibrant fabrics, lacquered patterns, and sometimes… a flashy swashbuckler’s cape or rapier at their side. Today on Eternity TTRPG, we’re diving into one of the most joyful, most soulful, and most stylish ancestries in all of Druskenvald. Crooked Moon continues to be one of my favorite adventure supplements of all time, and you can pick it up on D&D Beyond. Whether you’re a player wanting a character with flair, you’re a DM craving new cultural flavor for your campaign, or you’re just a lore-nerd who loves stylish undead — this one’s for you. The Relicborn are a species native to Kalero, a province lined with towering canyon walls carved into catacombs and mausoleums. But despite being born from tombs, they are anything but gloomy. These are living skeletons , decorated with any number of colors, hand-painted motifs, and glowing patterns. Their bones are encased in a translucent magical substance that gives them full humanoid shape. And if your Relicborn wants big curly swashbuckler hair? Yes. They can actually grow it from their skulls. Where they come from is unique: they’re formed in the crypts of Kalero, rising from ancestral memory and celebratory magic rather than necromancy. Theirs is not a culture of undeath — it’s a culture of joy , reflection , and honoring the past through celebration. Every Relicborn is essentially a walking festival — a living memory kept alive through music, dance, and stories. Relicborn society is built on a delicate balance: the energy of a vibrant celebration and the quiet reflection of ancestral remembrance. Imagine communities built along canyons, with lantern-lit walkways leading into ancient tomb-shrines. Families gather at night to play music, tell stories, and dance under blue and purple moonlight — while their ancestors' spirits look on. Their festivals can last days. Their moments of silence last just as long. They thrive in community — in the stories of who came before, and who they themselves will become. Relicborn live roughly 250 years , and when their time ends… they simply collapse gracefully into a pile of bones, returning to the crypts that first birthed them. All of the fun roleplaying stuff aside, let’s break down how their mechanics reflect their culture, starting with the most signature ability: Dance of Death As a bonus action, you make a DC 15 Charisma Performance or Instrument check. If you succeed, your next attack roll this turn has advantage . If you succeed by 5 or more? You roll one of your Hit Dice (without spending it!) and gain temporary hit points . This is perfect for swashbucklers, bards, rogues — anyone who wants to flavor combat like a deadly dance. Next, they have: Eternal Party Relicborn don’t sleep. Instead, they complete a long rest in four hours so long as they spend it in revelry — music, storytelling, gentle dancing, or shared celebrations. Imagine your party taking a rest and your Relicborn swashbuckler quietly jamming with a bone flute while keeping watch. This one’s pretty good: Moment of Remembrance When a creature you see within 30 feet fails a d20 test, you can use your reaction to add 1d4 to their roll. Once you turn a failure into a success, you can’t use it again until a rest. Relicborn are bursting with character potential. They have Incredible aesthetics. From glowing bones to swashbuckler outfits — you can lean into a Day-of-the-Dead style undead, a pirate, a festival style, or something Gothic. If you were to play a Relicborn… What would your glowing bones look like when you’re afraid, happy, or angry? And when your long life ends — what do you hope those you care about remember about you? Drop your ideas in the comments. And if you enjoyed this deep dive into the Relicborn, hit like, subscribe, ring the bell, and join me next time as we explore another Crooked Moon ancestry. Until then — Keep the music playing. Keep the celebrations bright. And may every memory lead you to your next dance.
Dark illustration of a crooked, spooky house under a full moon. Title
By Jacob Tegtman December 2, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=Kl3c6djcgbo Transcription Imagine your character in a folk-horror saga — not just another adventurer, but someone with a personal fate, a hidden thread that drags them deeper into shadows and tragedy… or redemption. That’s exactly what Fateweaving brings to Druskenvald in The Crooked Moon. The Crooked Moon isn’t just another D&D book. It’s a 600-plus-page folk-horror campaign that plops players into a sun-starved realm of nightmares, rituals, and haunted rails. Welcome back to Eternity TTRPG, your home for deep-dive D&D news breakdowns, world-building insights, and tools to level up your tabletop storytelling. Whether you’re a forever-DM, a lore-monster, or someone who appreciates a well-crafted adventure, we tackle the big ideas behind the games you love. And today, as with many videos I’ve created over the past several months, The Crooked Moon gives us plenty to sink our teeth into. What sets Crooked Moon’s System apart from the standard “roll dice, then fight monsters” is the optional system called Fateweaving — a way to bind each character’s past, motivations, and desires directly into the core of the campaign. Fateweaving gives each character a Thread of Fate — one of 13 possible personal arcs. At character creation (or early on), each player picks a Thread that defines a personal goal: lost memories, cursed lineage, spiritual duty, monstrous ambition — you name it. Then, throughout the campaign’s story, the GM weaves in six Narrative Touchpoints specific to that Thread. These form a full character arc , culminating in a personal climax and catharsis that runs parallel to the main story – they’re something much greater than just “side quests.” The first touchpoint, Incitement , ties a character’s personal quest to the campaign’s opening (often aboard the spectral Ghostlight Express or within the Crooked House). As the story progresses, the character meets allies or NPCs connected to their fate, uncovers secrets, faces a personal trial, then pushes through to their own climax — all while the main horror unfolds. In the end, during the epilogue, each character receives Catharsis — the emotional and narrative payoff for their arc. This means every player is actively living their own horror-tale inside the larger one of your full campaign. You might ask: why bother with all this Fate Weaving stuff? It does add potential complexity to your campaign, after all. So why not just run a normal campaign? It’s because Fateweaving transforms The Crooked Moon – or, any campaign you’re running –into a deeply personal story, for the players. It gives each character agency and meaning — their choices and their backstories matter. It increases emotional engagement for players : horror, hope, tragedy — when stakes are personal, every failure and every success resonates. It helps GMs balance player spotlight : with distinct Threads, you can weave in scenes tailored to each player without derailing the main plot. For players who love roleplay and character development — this is the sweet spot. Let’s pick an example Fateweaving Thread — say the Thread of Deliverance – and run through it really quick, just to give you an idea for how this works. The character begins lost, ejected from the spectral train, given only a broken compass. (this is the “Incitement” step) Later, at a trading post, a shady merchant hints he knows of strange artifacts. (this then, is the “Connection” step) On a creepy riverboat, the character recovers the first piece of a broken family heirloom. (with the “Discovery” step) In a haunted cemetery sanctuary, they wrestle the second piece from a statue’s grasp. (the “Confrontation” step) After the final boss — the Crooked Queen — they reclaim the last piece, reforge the heirloom, and choose either to become a ferryman of souls… or walk away free. (culminating in the “Climax + Catharsis” step) Suddenly, your campaign isn’t just “we stopped the big bad.” It’s the players’ story. Their redemption. Their choices. And in this case – even their soul. If you want to try out Crooked Moon’s Fateweaving system, here’s some very easy ways to get started: L et your players pick Threads early in the campaign – or, if you’re already running one, let them pick at your next session – then collaborate to weave their backstories into the world you’re running. Keep the Touchpoints flexible: treat them as narrative prompts — adapt to what your players do rather than forcing them. Be generous with spotlight time: Fateweaving only works if each character actually plays their arc, and gets to express their character through each important moment. Use Touchpoint rewards to drive engagement: use boons, stat bonuses, and narrative closure — they reinforce the importance of the arc. Don’t be afraid to deviate: mix endings, merge threads, or create custom ones — Crooked Moon’s Fateweaving system is meant as building blocks for you, not a cage you have to live in. If you run your next horror campaign in Druskenvald — or any other world where Crooked Moon’s spooky setting fits — consider using Fateweaving. It’s not just good for story… it’s the kind of DM fuel that turns players into protagonists, and campaigns into personal sagas . That’s it for today! If you enjoyed this breakdown, don’t forget to hit like, subscribe, and ring the bell for more RPG-craft content. And hey — maybe share in the comments which Threads of Fate you’d gravitate toward first. Thanks for watching.
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