The Spell Sniper is a feat from the 5e Dungeons and Dragons Player’s Handbook that enhances attacks with ranged spells by doubling their range. By RAW, it doesn’t interact with touch spells, except for those that ask for a ranged attack roll. Touch spells don’t have a range, much like self spells, and are limited by what you can physically touch.
When casting a touch spell with a range of 30 feet, players can spend 1 sorcery point to make the range of the spell 30 feet. This rule argues that the phrase “you” is not used to describe the effect of the Spell Sniper on touch spells. However, RAW allows self spells to be used at 10 feet with the whip and spell sniper, such as green blade flame and booming blade.
Spell Sniper does not have any effect on spells with a range of “Touch” because no range is specified to be doubled. If players have the sorcerer’s Distant Spell option, they can use the Whip and spell sniper to make a touch spell reach out 30 feet. This extra range is a major boon especially if you find yourself facing spellcasters who do not have a range.
The Spell Sniper Feat has three effects: it doubles the range of any spell that requires an attack roll, lets ranged spell attacks ignore half cover, and doubles the range of any spell that requires an attack roll. It is important to note that the Spell Sniper Feat does not have any effect on spells with a range of “Touch” because no range is specified to be doubled.
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📹 CANTRIP #4 | Chill Touch: Mechanics, Description, Alternative Uses, Potential Combos (DnD 5E Spell)
Hello Adventures, today we’re going to be talking about the Chill Touch Cantrip! Breaking down its mechanics, discussing it’s …
I do know that a lot of people are confused that the spell is called chilling touch which implies that it is an ice spell. I personally think it’s a great name because if you think to horror movies or books, if a ghost touches your neck or something simular, it is a very chilling touch. So I think the naming scheme went along those lines and I like it. Just a dark presence putting it’s hand on you being a Chilling Touch.
I think maybe you need to think about the spell differently, its a necromancy spell, its not meant to be used on undead, like fire isn’t meant to be used on fire creatures. The Disadvantage for undead is purely a boost after appreciating it will do less damage to undead since they likely will have resistance. And as you say not many undead gain hp, this spell is a necrotic spell meant for Trolls and the like.
This spell is great when you’re facing enemy Fighters or Clerics. Also, smarmy NPC’s who may have potions. If enemy characters following the same norms as PCs are in the game, this cantrip wrecks their shit. No potions, no healing spells, no Fighter self-healing, etc. Trolls and other regenerating enemies hate this spell. Chill Touch keeps regen from taking place too. Had a hapless Tiefling Necromancer who’s theme was hands, so he used hand-related spells at every opportunity. Was an okay guy, didn’t even intend to be a necromancer originally, but stuff happens, and push a wizard around often enough and they’ll push back.
I always thought of the effect on undead as a consolation price that got added to counterbalance the necrotic damage mostly being uneffective against undead. Although I personally don’t mind stuff like certain creatures being resistant to a spell – just cast something else on that creature and use chill touch in your next battle against something that isn’t undead.
Alternate names: Create Pulmonary Embolism, Cause Cardiac Arrest, Incite Intracranial Hemorrhage As to the relative power/worth of the spell, comparisons to Toll the Dead must account for the difficulties suffered at high levels by Wis Save Negates effects, as opposed to the comparative reliability of attack spells. And even beyond that, Toll the Dead suffers from half the range and none of the secondary effects of Chill Touch, and in exchange averages (with conditions) 2 additional damage per tier. A better, more direct comparison is likely Fire Bolt, considered by many to be the quintessential damaging cantrip. Fire Bolt and Chill Touch have the same range, with Fire Bolt dealing 1 additional damage per tier, but having a far more commonly resisted (or immune ) damage type, and a far less useful (in that it is far more readily replicated, including by nonmagical means) secondary effect.