Sorcerer/Warlock/Wizard – Cantrip – Chill Touch
Casting Time: 1 Action
Range: 120 Ft
Components: V, S
Duration: 1 Round
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).
My Comments: The first thing that always strikes me about this spell is how the name implies the range is touch, but not only is it a ranged spell, it’s 120′, which is a pretty decent range even.
I kind of wish it was touch range, but given the squishy nature of the most likely user, I can see why it’s ranged.
The next thing that strikes me is the way it blocks regaining hit points. Of course, this immediately makes me think of regenerating creates, but then I realize it also applies to creatures who might get buffs from allies as well. For example, PCs. This spell could actually be a great player-killer. Um, not that I’m looking for spells to kill players, it just occurred to me is all… So, let’s also includes enemy NPCs who have healer friends and/or healing potions and whatnot.
But think of it, an NPC or PC gets hit pretty bad and their cleric is just waiting in the wings to cast a big fat heal on them but you go first and drop your spooky d8 hand of the grave on them with a finger wave to say “sorry, no healing allowed.”
And finally, add the extra bit about undead getting disadvantage to attack the caster and it’s a very nice cantrip-level spell.