Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn.

Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Casting Time: Action
Range: Touch
Components: V, S
Duration: Instantaneous
School: Necromancy Cantrip

Player’s Handbook 2024, pg. 249

Who can cast Chill Touch? Sorcerers, Warlocks, and Wizards have Chill Touch on their class spell lists. Circle of Spores Druids get Chill Touch for free.

Category Score
Combat Rating 3/10
Exploration Rating 1/10
Social Rating 1/10
Raw Power 2/10
Versatility 3/10
Efficiency 2/10
Upcast Scaling 5/10

Chill Touch 5e

For a decade, DnD players joked that Chill Touch was the worst-named spell in the game because it was a ranged attack (not a touch) and dealt Necrotic damage (not Cold). In the 2024 update, Wizards of the Coast finally fixed (part of) the name… by nerfing the spell into the ground.

Chill Touch has been transformed from a safe, long-range utility option into a risky melee cantrip (that still deals Necrotic, not Cold damage). Below, I analyze the math behind the new damage die, the loss of its anti-undead utility, and whether the new version is ever worth casting.

gnome warlock casting chill touch on a troll

What Does Chill Touch Do in 5e?

Chill Touch allows you to make a melee spell attack against a creature within your reach (5 feet). On a hit, the target takes 1d10 (5.5 average) Necrotic damage.

Additionally, the target cannot regain Hit Points until the end of your next turn. This applies to all forms of healing, including potions, spells like Cure Wounds, and regeneration traits found on monsters like Trolls and Vampires.

Like most cantrips, the damage of Chill Touch increases by 1 damage die at levels 5, 11, and 17.

How did Chill Touch change in the 2024 PHB?

The 2024 update fundamentally altered the identity of Chill Touch, turning it from a sniper’s tool into a melee option. The key changes are:

  • Range collapse: The range was reduced from 120 feet to Touch. This forces squishy casters into melee range to use it.
  • Damage increase: The damage die increased from 1d8 (average 4.5) to 1d10 (average 5.5) to compensate for the risk of being in melee.
  • Undead debuff removed: The 2014 version imposed Disadvantage on Undead attacking the caster. This feature has been entirely removed.
  • Visuals removed: The “ghostly, skeletal hand” flavor text and mechanics are gone. The spell no longer creates a hand that clings to the target, removing any niche utility for tracking invisible creatures (as some DMs allowed).

Spell Rating: Chill Touch

Overall: 💀 D-Tier (Risky Utility)

Contextual Performance (1-10)

  • Combat: 3/10. The range reduction is a massive blow to this spell’s viability. Sorcerers, Warlocks, and Wizards generally have low AC and low Hit Points; standing within 5 feet of a Troll or Vampire to stop its regeneration is a death sentence..

  • Exploration: 1/10. No utility.

  • Social: 1/10. Touching someone to inflict necrosis is generally frowned upon in polite society.

Core Metrics (1-10)

  • Raw Power: 2/10. The damage upgrade to 1d10 aligns it with Fire Bolt and Eldritch Blast. At Level 1, assuming a 65% hit chance, it deals roughly 3.85 DPR (Damage Per Round), compared to the old version’s 3.15 DPR. While technically stronger, the damage type (Necrotic) is frequently resisted by Undead, the very creature type you often want to stop from healing (e.g., Vampires, Mummies).

  • Versatility: 3/10. The anti-heal rider is nice but situational. Most monsters in DnD 5e do not heal. Against the majority of the Monster Manual, this is just a melee version of Fire Bolt.

  • Efficiency: 2/10. It is a cantrip, so it costs no resources. However, the “cost” is your positioning. Moving a Wizard into melee range often necessitates burning a spell slot on Shield or Misty Step to survive, making this an inefficient tactical choice.

  • Upcast Scaling: 5/10. Standard cantrip scaling (2d10 at 5, 3d10 at 11, 4d10 at 17). It keeps pace with the baseline; that’s it.

Playstyle and Synergy

  • Playstyle: This is now primarily a “Panic Button” or a specialized tool for familiars. It should not be a primary damage source for any caster except perhaps a wildly built Eldritch Knight or a Bladesinger.

  • Party Synergy: Low. Unlike the 2014 version, you cannot support your party’s tank from the backlines by shutting down enemy regeneration. You have to be the one in danger to apply the debuff.

Player Tip: The “Familiar Delivery” System

Because Chill Touch is now a spell with a range of Touch, it is eligible for delivery via Find Familiar.

If you cast Find Familiar (common for Wizards and Warlocks with Pact of the Chain), you can keep your familiar near the enemy and cast Chill Touch through it while you remain safely 100 feet away. The familiar uses its Reaction to deliver the spell. Be warned: having your Owl fly up to a Vampire to touch it is a quick way to get your familiar destroyed, but trading 10 gold pieces (the cost of resummoning a familiar) to stop 20 HP of regeneration is often a worthwhile tactical exchange.

How to Use Chill Touch in 5e

Given the drastic range reduction, safe usage of Chill Touch requires specific builds or tactics:

  1. The War Caster opportunity attack. If you have the War Caster feat, you can cast a spell as a Reaction when a hostile creature moves out of your reach. Chill Touch is a valid option for this. If a creature tries to flee, you can slap them with necrotic energy and prevent them from healing up.

  2. The Death Cleric. If you are playing a Death Domain Cleric (from the DMG), their Reaper feature allows them to target two creatures within 5 feet of each other when casting a Necromancy cantrip. Since Chill Touch is now a melee spell, this allows you to cleave two enemies in melee with 1d10 damage each.

  3. The Anti-Troll specialist. In battles against Trolls, Hydras, or Vampires, the anti-heal rider is mathematically worth more than damage. Preventing a Troll from healing 10 HP is equivalent to dealing 10 damage. In these specific fights, it is worth risking melee range to apply the debuff.

chill touch D&D 5e

What Are the Rules for Chill Touch in 5e?

The rules for Chill Touch in the 2024 Player’s Handbook are as follows:

  • It stops ALL Hit Point recovery. The text says the target “can’t regain Hit Points”. This shuts down potions, regeneration traits (Trolls, Vampires), and healing spells. It does not stop Temporary Hit Points, as those are not Hit Points.

  • Regeneration requires 1 HP. Many monsters like Trolls have a trait that says they stand back up from 0 HP if they regenerate. Chill Touch prevents this because if they don’t restore at least 1 hit point, they don’t regenerate.

  • It uses your Spell Attack Modifier. Even though you are in melee, you do not use Strength or Dexterity. You use your Spellcasting Ability (Intelligence, Wisdom, or Charisma) for the attack roll.

  • Reach matters. If you have a feature that extends the reach of your melee attacks (like a Bugbear’s Long-Limbed trait), you can cast this from 10 feet away, keeping you slightly safer.

  • A creature immune to Necrotic damage still can’t regain hit points if the attack lands. Chill Touch does not need to deal damage for the rider effect to apply. If the attack hits, the target can’t regain Hit Points until the end of your next turn.

Is Chill Touch 5e a Good Spell?

No, the 2024 version of Chill Touch is generally a bad spell choice for standard casters. The damage (1d10) is not high enough to justify the danger of being in melee range with d6 Hit Die classes. Shocking Grasp deals less damage (1d8) but removes the enemy’s ability to make Opportunity Attacks, allowing you to escape. Chill Touch keeps you right next to the monster that wants to kill you.

The previous version wasn’t great, but at least it allowed you to debuff Undead and stop healing from across the battlefield (120 feet). By removing the range and the Undead debuff, the spell has lost much of its primary tactical niche.

Chill Touch 5e DM Tips

The 2024 update clarifies the mechanics significantly by removing the “clinging hand” flavor text, which used to cause arguments about tracking invisible creatures.

However, be mindful of the Regeneration interaction. If a player hits a Troll with Chill Touch, the Troll gains 0 Hit Points at the start of its turn. If the Troll is at 0 HP, it stays dead (or unconscious). You do not need to track fire or acid damage to stop regeneration if Chill Touch is active; the spell overrides the trait entirely.

DnD 5e Chill Touch FAQ

  1. Does Chill Touch allow a saving throw? No. Chill Touch requires a melee spell attack roll. If you meet or beat the target’s Armor Class, the spell hits. There is no saving throw involved.

  2. Does Chill Touch stop temporary hit points? No. In 5e mechanics, “Hit Points” and “Temporary Hit Points” are distinct pools. Chill Touch prevents a target from regaining Hit Points. If a Warlock casts Armor of Agathys or a leader uses a shout to grant Temporary Hit Points, Chill Touch does not prevent that gain.

  3. Can I use Chill Touch with Reach weapons? Generally, no. The range of the spell is “Touch”. Holding a reach weapon (like a Glaive) extends your weapon attacks to 10 feet, but it does not inherently extend the range of your touch spells unless a specific class feature says otherwise.

  4. Is Chill Touch cold damage? No. Despite the name, Chill Touch deals Necrotic damage. This represents the chill of the grave or negative energy, rather than elemental ice.

2014 Chill Touch (Legacy Version)

The text below covers the version of Chill Touch found in the 2014 Player’s Handbook. We have preserved this section for players running legacy campaigns or using older modules that haven’t updated to the 2024 rule set.

If you are playing with the 2024 rules, use the guide at the top of this page.

The video below is my breakdown of the 2014 version of the spell. I do not find the 2024 version of the spell underrated. 😉

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).

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
School: Necromancy cantrip

Player’s Handbook 2014, pg. 221

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