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Can the D&D 5th Edition cantrip Chill Touch prevent regeneration and similar abilities? Do specific forms of regeneration (like a troll's) circumvent this? Chill Touch: 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.
Chill Touch all the time. Preventing another creature from regaining hit points can be extremely useful, especially if you're a party fighting a troll and don't have the means to deal fire or acid damage as my party discovered. Undead are also quite common enemies, so giving them disadvantage to attack you is useful too.
Chill Touch has nice utility but unless you're playing PvP or are up against trolls (who you can just set on fire) the healing denial will rarely come that much in handy. The problem with Chill Touch is that it relies quite heavily on you being a metagaming asshole knowing what monsters you're fighting. If you're up against undead or monsters ...
The "touch" is the necromantic touch of death. The "chill" is from your blood running cold as the flame of your life spark is being snuffed out as if it were a candlewick being pinched. Chill touch is the reaper's hand separating the soul from the body to leave a cold, lifeless husk. The name is suppose to be metaphorical and poetic, not literal.
2. Firebolt and Toll the Dead out damage Chill Touch. Sure fire is commonly resisted but still. And if you don't want to sling fire or just themeing as a spooky caster Toll the Dead does more damage of that same necrotic type, even more if they're missing HP. And that's where I never see people bring up that Chill Touch is such a good combo ...
Chill Touch is a ranged spell attack that targets a single creature. On a hit, you deal 1d8 (or 4) necrotic damage to the creature, and at higher levels can deal up to 4d8 (or 28) necrotic damage. BUT, and this is a big one, the creature CANNOT heal until the start of the caster's next turn.
The case of chill touch is the latter: the other effects are in addition to, not dependent on, any actual injury caused. A target immune to necrotic damage will still be prevented from regaining HP for the turn and (if undead) have disadvantage against you, even though they don't take any damage from the spell, because those effects depend on ...
Chill Touch was in AD&D before 3rd edition. It did untyped damage, like pretty much everything at the time (damage types weren't really formalized, but some rules did refer to different kinds of damage as a conceptual thing); drained Str; and instead of damaging undead, it made them flee for several minutes.
Chill Touch does necrotic damage and prevents regeneration until your next turn (that's what the hand fom the grave symbolizes). To see if you lose concentration you have to make a save (CON) with 10, or halve the damage you take (whichever is higher) as DC. If you take damage from different sources, you have to make different rolls.
EDIT: Also, while not relevant to similar things like SW, for Chill Touch specifically regardless of the source of the attack, you are undeniably the source of the spell, and you can't target a creature (or a point near a creature to manifest a spectral hand) that is behind total cover with a spell. I don't think there's an argument for RAW or ...