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Chill Touch vs Vicious Mockery

Two ranged cantrips that debuff the target on a hit.

Chill Touch

Level
Cantrip
School
Necromancy
Casting Time
Action
Range
Touch
Components
V, S
Duration
Instantaneous
Concentration
No
Ritual
No
Classes
Sorcerer, Warlock, Wizard

Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can't regain Hit Points until the end of your next turn.

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Vicious Mockery

Level
Cantrip
School
Enchantment
Casting Time
Action
Range
60 feet
Components
V
Duration
Instantaneous
Concentration
No
Ritual
No
Classes
Bard

You unleash a string of insults laced with subtle enchantments at one creature you can see or hear within range. The target must succeed on a Wisdom saving throw or take 1d6 Psychic damage and have Disadvantage on the next attack roll it makes before the end of its next turn.

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Which one should you pick?

  • Pick Chill Touch: Pick Chill Touch to stop a target from regaining HP for the round — kryptonite to trolls and vampires.
  • Pick Vicious Mockery: Pick Vicious Mockery (bard) when you want disadvantage on the boss's next attack roll.
  • Tiebreaker: Vicious Mockery is verbal-only and has no somatic; mockery + bonus-action song is a flavour combo.

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