Jan 08, 2016 by [ "James R. Miller"
]
Categories:
rpgs
Tags:
dnd
5e
cantrips
spells
Chill Touch is the next in our look at the 5E cantrips. It’s ok; depending on your campaign it may be quite strong. But I tend to prefer Ray of Frost or Firebolt over Chill Touch for a damage cantrip (assuming you’re not a warlock because warlock’s alone get Eldritch Blast). Read on to find out why.
It’s not present in the basic rules.
Here’s why I don’t choose Chill Touch in your standard campaign setting (think Forgotten Realms or a Golarion-style setting): how many times have you run into enemies that are able to heal, regenerate, or otherwise regain HP during combat rounds? This is going to be campaign dependent because if you’re barging into a troll-infested dungeon, this cantrip may very well be amazing due to its ability to halt the HP regain from turn to turn. (For the noobs: Trolls regenerate!) For others, this may be rare or never.
But, Firebolt will do 1d10 of damage to Chill Touch’s 1d8. Ray of Frost will do 1d8 but its slowing effect applies to movement which will effect more monsters and NPCs.
Likewise, if you know you’re going to be in an undead heavy campaign, Chill Touch might be a nice way to help reduce taking any melee attacks with nasty side effects from an undead. However, Chill Touch is necrotic damage, and some undead may have resistances to necrotic damage (Ghasts etc.) making it less useful.
Chill touch isn’t horrible; it is just situationally dependent. I guess I just lean more towards the 1d10 Firebolt for my damage cantrips.