In this chill touch 5e spell, you can create a ghostly and skeletal hand in the space of a creature that is within a range. You can make a ranged spell attack as opposed to the creature that is to assail it with the chill of the grave. You can take 1d8 necrotic damage with just 1 hit and it can’t regain hit points until the start of your next turn. Till then the hand clings to the target.
Until the end of your next turn, you can easily hit an undead target and it has a disadvantage on the attack rolls against you. When the spell reaches more levels its damages increases more so when it reaches level 5th (2d8), level 11th (3d8), and level 17th (4d8) the damage increases by 1d8.
Features of the Spell Chill Touch 5e
The level of the spell is a cantrip. The casting time the spell will take is 1 action. The range and the area of the spell are 120 feet. Talking about the components of the spell they are verbal and somatic. The duration of the spell is 1 round. Chill touch 5e spells belong to Necromancy school. The attack and save of the spell is ranged. The damage and effect of the spell are necrotic. The classes of the spell are warlock, wizard, and sorcerer.
One thing you should know about this spell is although the range is tough it is a ranged spell it’s 120 and also it is a pretty decent range. It is kind of a touch range but also it will give a squishy nature to most users. Now you can guess why it is ranged.
Talking about it name of the spell as it name says chill but trust me it is not at all a chill spell except for the chill of the grave as in and no cold damage.
Another thing that you should know about it is you should know how it blocks the regaining hit points. Obviously the immediate makes us think of the regenerating creatures but then it also realizes that it should apply to the creatures who might get buff from the allies as well.
This spell can actually be the best for a great player killer. These spells have healing potions and whatever you ask for.
You just need to think of an NPC or Pc that what if it gets hit pretty bad and their cleric is just waiting in the wings to cast a big fat heal on them but you need to go for the first one and also you need to drop your spooky d8 hand of the grave on them with a finger wave to say that no healing is allowed sorry.
It is very nice to get the disadvantage to attack the caster and level spell the cantrip. It will merely create illusions or assist in dealing more damage through other methods. But if they are creative enough and they are in the right situation then they can easily turn any spell into a damage-dealing spell.