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Chill Touch 5e

Necromancy cantrip

Chill Touch is a necromancy cantrip in D&D 5e. Casting time: 1 action, range: 120 feet, duration: 1 round. Available to Sorcerer, Warlock, Wizard.

Casting Time

1 action

Range

120 feet

Duration

1 round

Components

V, S

Necromancy Cantrip

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).

Classes Sorcerer, Warlock, Wizard

Spellcasting & Tactical Insights

Action Economy

Standard Action • Primary turn investment.

Concentration

No Concentration • Safe to stack with persistent effects.

School Role

Necromancy: Manipulates life, death, and vitality. Inflicts status effects, drains hit points, or animates undead minions.

Frequently Asked Questions

What level spell is Chill Touch and what school does it belong to?

Chill Touch is a cantrip belonging to the school of Necromancy in D&D 5e.

What are the casting time, range, and duration of Chill Touch?

Chill Touch has a casting time of 1 action, range of 120 feet, and duration of 1 round.

Does Chill Touch require concentration or ritual casting?

No, Chill Touch does not require Concentration. It cannot be cast as a ritual.

Use Chill Touch in your campaign

Dungeon Manager lets you add Chill Touch to your characters, reference it during sessions, and track spell slots across encounters — all free.