
Disadvantage means they are less likely to hit you or anyone else that they might target, and getting hit less is always good.Īlso, because this effect lasts on undead targets until the end of next turn, this means that you might be able to assist an ally stuck in combat with an undead creature that they want to escape from, but they don’t want to waste their action Disengaging from it. The secondary effect, of imposing disadvantage on attack rolls if the target is undead, is quite good. If one of your allies has knocked down an opponent, it might be worth using chill touch on them to make sure that their cleric buddy can’t bring them right back up. It is also very good when used against opposing spellcasters that might heal their allies. This is especially good against those creatures that have the Regeneration trait and denies them the ability to quickly heal during combat, such as trolls or hydras. The first of these is denying your target the ability to regain hit points. Where chill touch really starts to shine is when you are able to take advantage of its secondary effects. As discussed above, it is only slightly worse than firebolt if it is simply used for damage and is better against a wider variety of creatures. Trying to get the most value from this cantrip comes not from what class casts it or what feats can boost it but rather comes from when it is best to use it. This is determined by the number of creatures that are resistant or immune to these damage types, with magical weapons having the least and non-magical weapons having the most. If you’re looking to optimize your damage types, the best type of damage to the worst is as follows: magical bludgeoning, piercing and slashing force, radiant, psychic, necrotic, acid, thunder, lightning, fire, and non-magical bludgeoning, piercing and slashing.
#CHILL TOUCH FULL#
This means that chill touch is likely going to be able to deal full damage to whatever enemy you are facing. However, Chill touch deals necrotic damage, a type that is resisted far less and has fewer creatures that are outright immune to it. Fire damage is one of the most resisted damage types in the game, and many creatures are even immune to it, rendering firebolt less effective or even entirely useless against these foes. Something more important to consider is the damage type. Sure, this adds up to 4 points at 17th level and ignores very good rolling, but on average (I.E most of the time), it is a minor loss. If we are looking at raw damage, the difference between a d8 and a d10 is only an average of around 1 point of damage. Firebolt can also set things on fire, whereas chill touch has the secondary effect of blocking healing and providing an additional debuff to undead. If we compare it to firebolt purely for damage, the two are very similar with only some minor differences.įirebolt is a ranged spell attack (the same as chill touch), and it deals 1d10 fire damage (whereas chill touch deals 1d8 necrotic damage) out to a range of 120 feet (also the same as chill touch).

On the very surface level, chill touch can quite comfortably be considered a good cantrip, and at worst, decent. It requires a spell attack roll, and it deals damage that scales with the normal cantrip progression, gaining extra damage dice at 5th, 11th, and 17th level. Looking at the rules for chill touch, it follows the general convention for damaging cantrips. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. Until then, the hand clings to your target.

On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Make a ranged spell attack against the creature to assail it with the chill of the grave. You create a ghostly, skeletal hand in the space of a creature within range.
