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).
Chill Touch damage by character level
Character level
Damage
Average
1st+
1d8 necrotic
4.5
5th+
2d8 necrotic
9
11th+
3d8 necrotic
13.5
17th+
4d8 necrotic
18
Averages are the dice’s expected total. Roll any row in the dice roller.
How Chill Touch plays
A ghostly skeletal hand appears on a creature up to 120 feet away. Make a ranged spell attack: on a hit, the target takes 1d8 necrotic damage and can’t regain hit points until the start of your next turn. If the target is undead, it also has disadvantage on attack rolls against you until the end of your next turn.
Despite the name, it isn’t a touch spell at all. It has the same 120-foot range as Fire Bolt, with a smaller die (d8 instead of d10) in exchange for its riders. The damage grows to 2d8 at 5th level, 3d8 at 11th and 4d8 at 17th.
When to pick Chill Touch
Sorcerers, warlocks and wizards who want a second attack cantrip for the right fight, next to Fire Bolt or Eldritch Blast.
Against regenerators and healers. A troll or a vampire that can’t regain hit points skips its regeneration, and an enemy priest’s healing does nothing for a round.
In undead campaigns, for the disadvantage on their attacks against you. Many undead resist or ignore necrotic damage, though, so the rider is the reason to cast it.
Common questions
Is Chill Touch melee or ranged?
In the 2014 rules it’s ranged: a ranged spell attack at up to 120 feet, which has disadvantage if a hostile creature that can see you is within 5 feet. The 2024 version is a melee spell attack against a creature within reach, dealing 1d10 necrotic.
Does Chill Touch stop a troll’s regeneration?
Yes. The troll regains hit points at the start of its turn, which comes before the start of your next turn, so a hit stops that regeneration. Whether a troll at 0 hit points that can’t regain any then dies, as it would after fire or acid damage, is for the DM to rule, since its Regeneration text only mentions those two.
Who gets disadvantage from the undead rider?
Only attacks against you. An undead creature you hit has disadvantage on attack rolls against you until the end of your next turn, and attacks your allies normally.
How much damage does Chill Touch do?
1d8 necrotic, rising to 2d8 at 5th level, 3d8 at 11th and 4d8 at 17th. The cantrip scales with your character level, not your class level.
What changed in the 2024 rules?
The 2024 version is a touch spell: a melee spell attack for 1d10 necrotic, scaling to 4d10, and the target can’t regain hit points until the end of your next turn. The rider against undead is gone.
Warlock cantrip: 1d10 force at 120 feet, with an extra beam at 5th, 11th and 17th level. The warlock’s main attack; Chill Touch is for the fights where its riders matter.
The 2024 Player’s Handbook revised many spells, and the SRD 5.2 carries the new text. What changed from the 2014 version above:
Range: 120 feet → Touch.
Duration: 1 round → Instantaneous.
Dice in the main effect: 1d8, 2d8, 3d8, 4d8 → 1d10, 2d10, 3d10, 4d10.
Casting time
Action
Range
Touch
Components
V, S
Duration
Instantaneous
School
Necromancy
Level
Cantrip
Classes
Sorcerer, Warlock, Wizard
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).
2024 version from the SRD 5.2. Most tables settle on one edition, so check which one yours uses.