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.
Full entry →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.
Full entry →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.