Chill Touch
Cantrip necromancy · 1d10 Necrotic damage, average 5.5
5.5 average Necrotic damage · 1–10
Roll Chill Touch
Press a roll button. The dice land here.
Spell details
- Level
- Cantrip
- School
- Necromancy
- Casting time
- Action
- Range
- Touch
- Components
- V, S
- Duration
- Instantaneous
- Classes
- Sorcerer, Warlock, Wizard
- Attack
- Melee spell attack
Chill Touch damage by level
| Character level | Dice | Average | Range | Critical |
|---|---|---|---|---|
| Level 1–4 | 5.5 | 1–10 | 11 | |
| Level 5–10 | 11 | 2–20 | 22 | |
| Level 11–16 | 16.5 | 3–30 | 33 | |
| Level 17+ | 22 | 4–40 | 44 |
The odds of 1d10
| Total | Chance |
|---|---|
| 3 or more | 80% |
| 6 or more | 50% |
| 8 or more | 30% |
| 9 or more | 20% |
Rules text
Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes Necrotic damage, and it can't regain Hit Points until the end of your next turn.
Cantrip Upgrade. The damage increases by when you reach levels 5 (), 11 (), and 17 ().
This page includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License. The averages, odds and tables are ours.