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.

D&D characters read a glowing book, split scene, half lush daytime, half purple night.
By Jacob Tegtman October 7, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=VE2fUonKzl8 Transcription Dungeons & Dragons is officially crossing over with Magic: The Gathering’s Lorwyn-Shadowmoor! This fairytale world of eternal sunlight and creeping twilight is joining the Forgotten Realms through a brand-new digital-exclusive expansion. Welcome back to Eternity TTRPG—your go-to source for all things Dungeons & Dragons! So, what’s this mysterious realm and why is it part of the new 5.5 Edition rollout? And—should you actually spend fifteen bucks on it? Let’s dive in. Wizards of the Coast is making a bold move with Lorwyn: First Light—a brand-new digital-only supplement coming to D&D Beyond on November 18th . According to both Bell of Lost Souls and D&D Beyond’s official announcement, it’s part of the new Forgotten Realms bundle—which includes The Player’s Guide, Adventures in Faerûn, and three exclusive add-ons: Astarion’s Book of Hungers Netheril’s Fall and today’s star—Lorwyn: First Light. So, what is Lorwyn-Shadowmoor? If you’ve played Magic: The Gathering back in the late 2000s, you might remember these twin worlds—one a radiant fairytale land of endless summer, the other a dark, dreamlike reflection of it. In D&D terms, it’s being reimagined as a Domain of Delight in the Feywild—those whimsical, dangerous realms ruled by Archfey. But here’s the twist: Lorwyn and Shadowmoor used to shift every few centuries—light giving way to night. Now, both have begun bleeding together in unpredictable ways. Imagine meadows of sunlight interrupted by patches of midnight, separated by shimmering auroras. It’s a stunning concept—and one that promises both beauty and peril in equal measure. The big question is what do you actually get with Lorwyn: First Light? According to Wizards’ release info, you’ll get: 2 new feats 2 new backgrounds (likely tied to those feats) 2 new magic items 8 monsters drawn from the Feywild’s weirdest corners 2 playable species , plus advice for adapting 8 more to the Lorwyn-Shadowmoor setting Two mini-adventures —each with maps ready to drop into your campaign And yes, all of this can be used in the Forgotten Realms or as standalone Feywild content. Characters might cross over via fey crossings, or your adventurers might stumble through a glowing portal in the Moonshae Isles straight into a land where “dreams have claws.” The price tag is $14.99 for the standalone version—or as part of the Forgotten Realms Ultimate Bundle, which includes digital dice, and both digital and physical book copies. That’s stirred some debate online. Some fans love the idea of expanding the Feywild with official crossover content, while others worry it’s another micro-expansion cash grab. But the excitement is real—this marks the first time a Magic: The Gathering setting has officially joined D&D 5.5E. If this goes well, you should probably expect Wizards to do more of this kind of thing. In any case whether you’re a Lorwyn nostalgia fan or just want more Feywild flavor in your campaigns, this expansion could scratch both your card game and tabletop itches. Do you think that Lorwyn: First Light will be a delightful addition to your Feywild campaigns—or is this just another shiny portal to your wallet? Let me know in the comments below, and don’t forget to like, subscribe, and ring that bell for more weekly D&D news and updates.
By Jacob Tegtman October 3, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=RfmCpJPQM7o Transcription The Gygax Memorial Fund is working to build a D&D memorial for the late Gary Gygax. The memorial will (hopefully) be placed in Library Park , in downtown Lake Geneva, Wisconsin —the birthplace of Dungeons & Dragons. This is the park that Gary himself loved and even chose as the spot for a memorial before he passed. In 2024, during D&D’s 50th anniversary, the city officially granted land for the project. This memorial will be a life-sized stone gaming table, with a dungeon map designed by Gary Gygax himself. But the question is, will this Kickstarter finally succeed where past efforts failed? Welcome back to Eternity TTRPG—your weekly quest hub for all things Dungeons & Dragons. Today, we’re talking about a very feel-good story for your Friday – a legendary project years in the making: the Gary Gygax Memorial Game Table. Gary, co-creator of Dungeons & Dragons, passed away in 2008. Since then, his widow Gail Gygax has championed the idea of a permanent memorial in their hometown of Lake Geneva. Now, the Gygax Memorial Fund has revealed their project: a stone game table in Library Park, complete with benches and, eventually, a bronze statue of Gary himself. The table will feature a bronze map of Gygax’s very first dungeon. The Kickstarter launched October 1st, 2025, marking the anniversary of TSR, the company Gary founded to publish D&D. Backers for this project get everything from digital scrolls to engraved pavers around the monument. Of course, fans are excited—but also cautious. The Gygax Memorial Fund has been planning memorials since at least 2012, and past efforts fizzled after raising over $100K. This has left some fans asking wondering about this attempt. On EN World, one user wrote: ‘The fund has talked about this for a decade—none of it has come to fruition. What makes this attempt special?’ But others point out that since Paul Stormberg took over as chair in 2020, the fund has started producing real results—like memorial benches and library exhibits. And with Lake Geneva officially granting land for the project, this campaign has a stronger foundation than ever. For some D&D fans, this may not just be a statue, but a chance to gather in the very town where roleplaying was – more or less – born. It is pretty amazing to think that you could sit at Gary’s table and roll dice on his original dungeon. This is both a tribute to the past and a playable monument for future generations of adventurers. If you’re interested in helping fund the project, I’ll leave a link the video description, and comments. And lastly, what do you think? Will the Gary Gygax Memorial Game Table finally become a reality—or is this another critical fumble? Drop your thoughts in the comments, and don’t forget to like, subscribe, and ring that bell so you don’t miss next week’s D&D news.
Illustration for Critical Role Campaign 4, with a blindfolded green humanoid, castle landscape, and logo.
By Jacob Tegtman September 30, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=Tv9HBlNaSMY Transcription Critical Role just dropped the story trailer for Campaign 4. It is looking like a bold campaign. We’re talking a brand-new world, an incredible 13 player characters, and a plot that kicks off with the execution of a revolutionary firebrand named Thiatzi Fang (we’ll see if I got that pronunciation right). Oh—and if you didn’t see my last video on the topic or you haven’t heard, Brennan Lee Mulligan is DMing this campaign while Matt Mercer will be a player.  Welcome back to Eternity TTRPG—your portal of divination into all things Dungeons & Dragons. First up with campaign 4—the setting. Unlike every previous Critical Role story, Campaign 4 leaves Exandria behind entirely. Instead, we’re venturing into Araman, a godless realm still haunted by the echoes of dead deities and a rebellion that shook the land 80 years ago. This isn’t just new lore, but a blank canvas, making it perfect if you’ve never watched Critical Role. There’s no prior knowledge required, which is perfect for new fans, but also a fresh start for longtime Critters. The trailer centers on Thiatzi Fang, a revolutionary who led something called the Falcon’s Rebellion twelve years back. Now, he’s been captured, condemned, and set to be executed by the mysterious Sundered Houses. Fang himself calls the Revolutionary Council a shadow of its former glory, while hinting at the unfinished war against the gods of Araman. So already, we’re looking at political intrigue, rebellion, and a potential spark for civil war. This time, Critical Role also isn’t just one party. That is to say, because there’s 13-players, they’re actually split into three connected, but altogether different parties. Each of these parties also has a name, describing their main focus in the campaign: The Seekers, the Soldiers, and the Schemers. This setup is packed with themes that Critical Role’s new DM, Brennan Lee Mulligan thrives on—iconoclasm, unity, and tension between hope and despair. The godless world of Araman asks: Without the Gods, who will seize the crown? Fans are buzzing that this campaign might explore things akin to segments from Game of Thrones, but with more dice rolls and way more crying. If you want to check it out, Campaign 4 launches October 2nd at 7 PM PT , streaming on Twitch, YouTube, and Critical Role’s Beacon service. Like I mentioned in my last video on Critical Role, they’ll be using the 2024 D&D 5e rules , with some special homebrew added by none other than Jeremy Crawford and Chris Perkins. And yes, you can jump in totally fresh if you want to see what Critical Role’s all about—no prior Exandria knowledge required. So—what do you think? Is Thiatzi Fang a hero, a villain, or something much more complicated? And which of the three parties are you most hyped to see—the Seekers, Soldiers, or Schemers? Drop your thoughts in the comments, and let’s get the speculation for this season’s campaign rolling. And lastly, if you liked this quick update, don’t forget to like, subscribe, and ring that bell so you don’t miss our usually bi-weekly dives into the biggest stories in the D&D universe. Until next time—may your rolls be high, and your executions be… postponed.
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