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.

“New Path of the Lich”
By Jacob Tegtman April 29, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=an8LlwVXGns Transcription Becoming a lich in D&D has – usually – been something reserved for villains. But in one of the latest Unearthed Arcana from early April, that line gets a little blurrier.  Really cool way that they approached this: there’s now a feat-based system that allows players to work toward lichdom for their characters, over time. So today, we’re going to walk through what becoming a Lich officially looks like—and whether it’s something you’d realistically use in a campaign. Because... you know... with the new D&D seasons releases, and Spring time being about the “horror genre,” nothing says “become a lich” like green trees and budding flowers. So, here we are! Welcome back to Eternity TTRPG—your go-to place for Dungeons & Dragons content, news, games, and updates. Today we’re looking at the Path of the Lich from the new Villainous Options playtest. To understand the system, it helps to start with the lore. A lich in D&D is a spellcaster who avoids death by binding their soul to an object—commonly called a phylactery, or in this case, a spirit jar. The process is intentionally grim. It involves creating that phylactery vessel, performing a ritual, and effectively dying—only to return as an undead being sustained by magic. Mechanically and narratively, liches are defined by two things: Their detachment from mortality And their dependence on that external object . Kind of like a horcrux, from Harry Potter. That phylactery is what makes a Lich difficult to destroy, and why they’ve historically been used as long-term antagonists, such as during one of my personal favorite adventures of all times: the original Tomb of Horrors. The Path of the Lich is part of a broader Unearthed Arcana release focused on “villainous” character options. Instead of a subclass, as a very interesting take on things, this is structured as a sequence of feats. Keeping the Lich path separate from any class means that no matter what you play as, you can make a Lich out of it! This means that your fighter, for example, could be a Lich, or your rogue (not that you’d ever play a rogue), and you can have that “undead character” without tying yourself to the traditional “Lich-as-a-spellcaster” archetype. The Lich progression looks like this: You begin by defining a Lich Rite , at any level, which is mostly narrative At level 4, you take Lich Initiate Between levels 5 and 11, you select at least one additional related feat, from the options of arcane restoration, transfer life, or undead grasp And then at level 12 or higher, you take Lich Ascension , to officially become a Lich So rather than a single transformation, your character goes through a gradual shift in both mechanics and tone, which is very based in D&D lore. The Lich Rite feat is worth discussing in some detail, even though it doesn’t have strict mechanical weight. This first feat in the Lich chain sets the narrative expectation for becoming a full-blown Lich, by providing the character with a sort of quest they must first complete, such as: Consuming a large number of souls Using magic to conceal yourself from the gods of death Brewing potions from slain foes Or severing your connection to any afterlife, entirely These aren’t small story beats. They really do imply a campaign where moral boundaries are actively being crossed—or at the very least, being questioned. So, before mechanics even come into play, there’s already a conversation to have at the table. Next, is the Lich Initiate feat. This is the foundation. You create your spirit jar , which functions as your anchor, the basis for your phylactery. You also gain Soul Siphon , allowing you to consume the soul of a defeated humanoid for a small damage boost. There’s also a risk component—if your spirit jar is destroyed, you suffer penalties until it’s replaced. You then choose how to build on your lich path with a third feat that improves soul siphon: Arcane Restoration lets you convert soul siphon uses into spell slot recovery Transfer Life turns soul siphon uses into temporary hit point bonuses for allies Undead Grasp adds a control option through paralysis These are fairly modular feats. They don’t radically change your role, such as by forcing you into becoming a full-fledged Lich spell caster, but they do add magical efficiency and utility depending on your build. Finally, at level 12, the transformation to Lichdom completes. You: Become Undead Gain resistance to necrotic and poison damage Get access to Fear without expending spell slots And gain a form of rejuvenation tied to your spirit jar That last point is the most significant mechanically. It introduces a conditional form of returning after death, assuming your phylactery remains intact. So, is the Path of the Lich actually worth taking? Mechanically, it’s solid. You’re getting: Incremental power increases Some resource flexibility And a strong late-game feature tied to survival But the bigger consideration isn’t mechanical—it’s contextual. This kind of progression assumes: A campaign that supports darker character arcs A group that’s comfortable with those themes And a DM willing to integrate the consequences of these morally very-dark-gray life choices In a more traditional heroic campaign, it may not fit at all. The path of the Lich feels less like a standard player option, and more like a tool for specific types of stories. If used carefully, it could support a long-term character arc focused on ambition, cost, and transformation. It allows players to experience some really interesting game mechanics that have long been reserved mainly for monsters or main campaign villains. If this feat path is used casually, it does risk feeling out of place—or undercutting the tone of the game. And let’s just remember, since it’s still Unearthed Arcana, parts of this entire path are also likely to change based on feedback. So the real question is: are you going to play a lich in your next campaign? Or do you think lichdom works better as something players confront… rather than become? Let me know in the comments. And if you want more D&D news and breakdowns like this, consider liking and subscribing. Thanks for watching!
“New Dark D&D Subclasses: for Bard, Druid, & Warlock” Blog
By Jacob Tegtman April 28, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=k_DQ3rc0Xes Transcription Wizards of the Coast has released three new subclasses in their latest Unearthed Arcana, focusing on darker themes like death magic and corruption mechanics. They’re free to access and already generating a lot of discussion in the community. Welcome back to Eternity TTRPG—your go-to source for D&D and tabletop RPG news. Let’s take a look at what’s included in this latest release, and how these classes might fit into your game. If you aren’t familiar, Unearthed Arcana is Wizards of the Coast’s official playtest material, where new subclasses, rules, or mechanics are released for public feedback before possible full publication. New Unearthed Arcana releases don’t follow a strict schedule of new subclass releases, but they tend to appear a few times a year depending on development cycles. There’s also no fixed order for which classes get new subclasses—design choices are usually driven by current design goals, themes, or upcoming products rather than a rotation system. This could in part be driven by the “D&D Seasons” that we’re now seeing from Wizards of the Coast with their planned product release schedule, this year. Getting right into things though, the subclasses this round are: College of Mourning (Bard) Circle of the Primeval (Druid) A revised Fiend Patron (Warlock) The College of Mourning focuses on death-related magic. Instead of traditional inspiration, it blends necrotic damage with support abilities, allowing bards to deal damage while also healing allies. Community reactions have noted the strong thematic direction. One Reddit user described it as a good fit for darker character concepts, though some DMs may need to consider how it fits their campaign tone. Mechanically, early impressions suggest it’s relatively balanced, with its healing and damage requiring positioning and timing. The Circle of the Primeval explores a more ancient and unfamiliar side of nature. Instead of typical beasts, their Wild Shape options include more unusual, sometimes unsettling forms—drawing on prehistoric or aberrant inspirations. At 6th level, their “Primordial Awakening” feature allows additional effects like resistance to psychic damage and abilities that can disrupt enemies mentally. Some players like the new, darker style of this subclass as a change of pace, while others worry it might not fit the tone or gameplay balance of more classic, heroic D&D campaigns. This subclass may work best in settings where the implied, dark themes of the subclass are already established and agreed upon by the group. The updated Fiend Patron introduces a more structured approach to corruption mechanics. The new “Infernal Bargain” system allows warlocks to gain temporary power in exchange for accumulating “Corruption Points.” As corruption points increase, characters gain benefits—but also drawbacks, including possible DM influence over certain decisions at higher levels. To be clear, Corruption Points are gained each time the warlock uses their Infernal Bargain feature to gain their temporary power increases. This system has sparked discussion around player agency. Some players appreciate the mechanical representation of risk and consequence, while others are cautious about how it might be implemented at the table. Overall, it adds a clearer framework for storytelling, but likely requires strong communication between players and DMs. Community discussion around these subclasses has been active, particularly among DMs considering how to integrate them. Some concerns focus on tone—especially in campaigns that already have a defined setting or theme. Others are more mechanical, particularly around balance and player agency. Wizards of the Coast has included guidance in the document, including suggestions for implementation and reminders to use session zero discussions and safety tools when introducing darker themes. If you’d like to play these subclasses at your table, You can download and learn more about them for free on D&D Beyond or through official Wizards of the Coast Unearthed Arcana posts. I’ll include links in this video’s notes, below. Quick episode today, but that about wraps things up! So, what are your thoughts on these new subclasses? Would you include them in your campaign, or do they feel too specific in tone? Let me know in the comments. And if you enjoyed this breakdown, consider liking the video and subscribing for more weekly D&D news. Until next time my friends—keep rolling those 20’s.
Gargoyles in armor stand on a stone roof at night under a blue moon
By Jacob Tegtman April 13, 2026
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=OMnHDV9p7hk Transcription What if your next D&D character was carved instead of being born? And what if their entire purpose was decided the moment they were made? Welcome back to Eternity TTRPG. Today, we’re returning to Crooked Moon to explore the playable monstrous races that this awesome campaign setting provides. Next on list are the Stoneborn from Pholsense – I hope you’re ready, as this race is really fun.  Stoneborn are carved from – well, from stone – by the ruler of their land—and they’re brought to life through a divine force called the Silver Path. In Pholsense, Stoneborn don’t come from families. They literally start as blocks of stone. The ruler of the province, Archbishop Danton Alexandre Renault (a name you may have heard from some of my other Crooked Moon videos – particularly the ones based on specific adventures), oversees their creation. A body is carefully carved into shape—usually with wings and a humanoid form. So, think gargoyle statue. At some point during this process, the Silver Path—a divine power—brings that body to life. Based on the lore of Crooked Moon, we don’t really know exactly what “the Silver Path” is. It’s not like buried somewhere obscure, later on in the campaign book. I think it’s left open-ended so your group, or DM, can sort of play it up as they’d like. Mystery is, after all, a big part of the Crooked Moon setting. It’s worth starting here with the Stoneborn though because the Silver Path is the process of how this carved statue of stone awakens. The Silver Path is clearly stated in the lore as A divine force or guiding power associated with order, light, and purpose. In the Crooked Moon setting, whether you’re playing a Stoneborn or want to highlight them as a DM, the Silver Path functions as: A religious belief system (what people worship) – as the whole process of Stoneborn creation is either overseen, or even performed, directly by the Archbishop A real source of power (it actually does things, like awaken inanimate stone) And is a standard for morality (what’s considered “good” and “right” in the lands of Crooked Moon) In short, the Silver Path is the god-like force that defines “order and good” specifically within the lands of Pholsense. It’s also worth noting that the Silver Path is not described as a spell, and it’s clearly not some form of hidden technology. It is like a divine power. So, moving on, the Stoneborn are made of whatever stone they were carved from. That determines their color and texture. Their shapes can vary a lot, depending on their creator’s artistic choices. This means that your Stoneborn could be a gargoyle, like I mentioned before. But, they could also have features similar to animals, dragons, or angels. You can also have a lot of fun with it and mix different traits rather than having just one clear form. All Stoneborn do have wings, but they’re heavy. And they can fly—but just not quickly or easily. When it comes to the land of Pholsense it’s a strict and orderly place. Rules are taken seriously, and roles are clearly defined. Stoneborn are usually created to actually serve a very specific function within their society. Common roles include: Guards Enforcers of the law Or protectors of important places, such as religious buildings (perhaps even locations where the Silver Path takes place) Because they are created rather than raised, many Stoneborn strongly believe in following their assigned purpose. But – and this makes for great roleplay opportunities – not all of them agree with their assigned paths, forever. Some eventually start to question: Why they were made Whether their role in life is fair And whether the Archbishop—or the Silver Path—is always right Mechanically, Stoneborn are durable and flexible. They’re classified as Constructs. You can choose to be Small or Medium-sized. They also have a flying speed equal to half their normal movement. When it comes to abilities, Stoneborn come with: Argent Gleam Once per long rest, you can use a bonus action to choose one of two effects: 1) Path’s Grace You cast Bless without needing components. 2) Zealous Charge You take the Dash action, and your next attack deals an extra 2d6 radiant damage—even if the attack misses. Next, they have Silver Bulwark When you take bludgeoning, piercing, or slashing damage, You can use your reaction to gain resistance to those damage types until your next turn. And then lastly, Watchful Senses gives you proficiency in either: Insight Perception or Survival When it comes to roleplaying, Stoneborn characters are mainly about purpose. You might think about: Why your character was created Whether they still believe in their assigned purpose now And how they feel about the person who made them Some Stoneborn fully trust the system they come from. Others might not. You can also explore their relationship with the Silver Path: Do they see it as a real guiding force? Or just something they were told to believe in? Finally, Stoneborn don’t die of old age, in quite the same way as most creatures. After a long life—around 300 years—they physically break down and return to rubble. Personally, I think it would be kind of cool if they just permanently petrified, returning to their state before the Silver Path – almost like every Stoneborn graveyard isn’t just filled with creepy gargoyle statues like in most fantasy games... but the graveyard is the gargoyles... providing a glimpse into each stoneborn’s life, and what mattered to them. So what do you think? Would you play a Stoneborn, or have you played one already? And more importantly—Would you follow the Silver Path… no matter where it leads, or what it asks of you? Or would you be a black sheep among the gargoyles? Drop your thoughts in the comments below. I think next up I have planned to cover the Plagueborn. But if you have another Crooked Moon race on your mind that you want me to dive into, let me know. See you guys next time!
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