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Cold Damage

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Cold Damage Icon

Cold⁠Cold damage is an elemental Damage Type available in Baldur's Gate 3. Representative of the aspects of chill, ice, and waterCold⁠Cold damage often serves as a counter to Fire⁠Fire damage. Cold⁠Cold has a strong association with conditions and effects that reduce Targets ground movement speed making it very useful for manipulating the environment of a battlefield and impeding melee attackers.

*Given the extensive support for Ice Surfaces, and in turn Water Surfaces, both they and aspects interacting with them will be treated as factors of Cold Damage for this page.

Equipment[edit section | visual editor]

Equipment Icon

Many pieces of equipable gear offer unique modifiers and effects that enable characters to inflict Cold⁠Cold damage, or impact the damage and effects they inflict with greater abilities. Below are tables listing the known equipment that inflict or impact the Cold⁠Cold damage characters can deal, their base Cold⁠Cold damage, and Cold⁠Cold modifiers and effects.

Gear that Inflicts Cold Damage[edit section | visual editor]

Gear that Inflicts Cold Damage
Item Item Type Base Cold⁠Cold Damage Enables Spell Unlocks Special Cold⁠Cold Factors
Allandra's Whelm Tridents 1d4 (1~4)⁠Cold⁠Cold Frigid Blade weapon action, once per Short Rest Frigid Blade applies Frostbite condition on attack hit, and deals weapon Proficiency bonus as Cold⁠Cold damage.
Arrow of Ice Arrows 2d4 (2~8)⁠Cold⁠Cold Arrows are consumed upon use

Creates Ice Surface

Cold Snap Daggers 1d4 (1~4)⁠Cold⁠Cold Chilling Counter effect When a Target misses you with an attack it must make a Constitution Saving Throw of be Chilled for 2 turns.
Flail of Ages Flails 1d4 (1~4)⁠Cold⁠Cold* ✓
  1. Cast Elemental Age spell, once per Long Rest
  2. Elements of an Epoch effect
  3. Tenacity effect
  1. +1 Bonus to weapon attack roles, and an additional 1d4 damage depending on the elemental age selected (i.e. Cold⁠Cold).
  2. Depending on the kind of damage chosen from Elemental Age (i.e. Cold⁠Cold), your attack also inflicts a related condition (i.e. Chilled).
  3. When you miss a main hand attack, you deal 1 bludgeoning damage anyways.
Frost Prince Amulets 2d6 (2~12)⁠Cold⁠Cold* ✓ Cast Level 1 Ice Knife spell, once per Long Rest Standard effects of Ice Knife spell.
Mourning Frost Quarterstaves 1d4 (1~4)⁠Cold⁠Cold

1d8 (1~8)⁠Cold⁠Cold*

✓
  1. Heart of Ice effect
  2. Insidious Cold effect
  3. Cast Ray of Frost cantrip
  1. When dealing Cold⁠Cold damage, the wielder deals an additional 1⁠Cold⁠Cold damage.
  2. Dealing Cold⁠Cold damage with a spell possibly inflicts Chilled upon the Target.
  3. Standard effect of Ray of Frost cantrip.
Ring of Elemental Infusion Rings 1d4 (1~4)⁠Cold⁠Cold* Elemental Infusion effect After dealing Elemental damage (i.e. Cold⁠Cold) using a spell or cantrip, until the end of your next turn, you deal an additional 1d4 of that element on a successful weapon attack.
Snow-Dusted Monastery Gloves Gloves 1d4 (1~4)⁠Cold⁠Cold*

2d6 (2~12)⁠Cold⁠Cold*

✓
  1. Chilling Strike effect
  2. Cast Ice Knife spell
  1. Your unarmed attacks deal an additional 1d4 (1~4)⁠Cold⁠Cold damage.
  2. Standard effects of Ice Knife spell.
Wavemother's Sickle Sickles 1d4 (1~4)⁠Cold⁠Cold Watery Guidance effect This weapon has Advantage against Wet Targets.
* Damage is indicative of unlocked spell/effects, not the base gear

Gear that Impacts Cold Damage[edit section | visual editor]

Gear that Impacts Cold Damage
Item Item Type Unlocks Special Cold⁠Cold Factors
Amulet of Elemental Torment Amulets Nature's Vengeance effect When the wearer stands in certain surfaces (i.e. Ice Surface) and casts a spell that deals damage, the target also suffers the surface's effects (i.e. Prone).
Boots of Elemental Momentum Boots Elemental Momentum effect Whenever the wearer deals Elemental damage (i.e. Cold⁠Cold) with spells or cantrips, they gain Momentum for 2 turns.
Cloak of Elemental Absorption Cloaks Absorb Elements action, once per Short Rest Take half damage from the next Elemental damage (i.e. Cold⁠Cold) attack targeting you, and deal an additional 1d6 of that element type on your next attack.
Cloak of the Weave Cloaks Absorb Elements action, once per Short Rest Take half damage from the next Elemental damage (i.e. Cold⁠Cold) attack targeting you, and deal an additional 1d6 of that element type on your next attack.
Coldbrim Hat Hats Coldbrim Chill effect Once per turn, any condition inflicted on a (single) target also applies 2 turns of Encrusted with Frost.
Darkfire Shortbow Shortbows
  1. Resistance to Cold⁠Cold damage
  2. Resistance to Fire⁠Fire damage
  3. Cast Haste spell, once per Long Rest
3. Standard effects of Haste spell.
Elixir of Cold Resistance Potions

Elixirs

Resistance to Cold⁠Cold damage Can be thrown to act as an AOE

Does not stack with other Elixirs

Lasts until Long Rest

Potions are consumed upon use

Hoarfrost Boots Boots Hoarfrost Balance effect You cannot fall prone while traversing Ice Surfaces.
Icebite Robe Clothing
  1. Resistance to Cold⁠Cold damage
  2. Cast Armour of Agathys, once per Long Rest
2. Standard effect of a Level 3 Armour of Agathys spell.
Necklace of Elemental Augmentation Amulets Elemental Augmentation effect When one of your cantrips deals Elemental damage (i.e. Cold⁠Cold), add your Spellcasting Modifier to the damage dealt.
Rain Dancer Quarterstaves Cast Create Water, once per Short Rest Standard effects of Create Water spell.
Robe of Summer Clothing Resistance to Cold⁠Cold damage
Snowburst Ring Rings Snowburst effect When the wearer deals Cold⁠Cold damage, they also create an Ice Surface around the Target(s).
Trident of the Waves Tridents The Water Caller effect On a hit, create a Water Surface centered on the Target.
Water Consumables Consumables are consumed upon use.

Creates Water Surface

Gives Wet condition

Water Barrel
Wavemother's Robe Clothing
  1. Temperature Adjustment effect
  2. Watery Rejuvenation effect
  3. Cast Create or Destroy Water, once per Short Rest
  1. Wearer has Resistance to Fire⁠Fire and Cold⁠Cold Damage.
  2. If the wearer is standing in a Water Surface at the start of their turn, they heal for 1d4 Hit Points. [Ice Surfaces melt into Water Surfaces]
  3. Standard effects of Create or Destroy Water spell.
Winter's Clutches Gloves Winter's Clutches effect When the wearer deals Cold⁠Cold damage, inflict 2 turns of Encrusted with Frost upon the Target(s).

Attacks[edit section | visual editor]

Spells[edit section | visual editor]

Spell Slot Icon
All classes can make use of spells, by them being a core aspect of their class (or subclass) combat, or by utilizing Spell Scrolls to achieve the result. The spells that inflict or impact Cold⁠Cold damage are listed below with their damage values and descriptions.
Spells that focus on Cold⁠Cold Damage
Name Spell Level Base Cold⁠Cold Damage Upcast Cold⁠Cold Damage Concentration AOE Saving Throw IconSaving Throw Special Cold⁠Cold Factors
Armour of AgathysArmour of Agathys 1 5⁠Cold⁠Cold* 5⁠Cold⁠Cold* Damage inflicted upon being melee attacked
Chromatic Orb: ColdChromatic Orb: Cold 1 2d8 (2~16)⁠Cold⁠Cold 1d8 (1~8)⁠Cold⁠Cold ✓ Creates Ice Surface
Cone of ColdCone of Cold 5 8d8 (8~64)⁠Cold⁠Cold 1d8 (1~8)⁠Cold⁠Cold ✓ Constitution: Halve
Conjure Elemental: Water ElementalConjure Elemental: Water Elemental 5 Consult Summoned Elemental Actions table N/A Only one entity can be summoned from Conjure Elemental at a time
Conjure Elemental: Water MyrmidonConjure Elemental: Water Myrmidon 6
Conjure Minor Elemental: Ice MephitsConjure Minor Elemental: Ice Mephits 4 Summons 2 Ice Mephits
Elemental Weapon: ColdElemental Weapon: Cold 3 1d4 (1~4)⁠Cold⁠Cold* N/A ✓ Damage added to weapon attack roles

+1 bonus to weapon attack roles

Fire Shield: ChillFire Shield: Chill 4 2d8 (2~16)⁠Cold⁠Cold* N/A Damage inflicted upon being melee attacked

10 Turn Duration

Glyph of Warding: ColdGlyph of Warding: Cold 3 5d8 (5~40)⁠Cold⁠Cold 1d8 (1~8)⁠Cold⁠Cold ✓ Dexterity: Halve Inflicts damage upon contact with Hostile Target
Hunger of HadarHunger of Hadar 3 2d6 (2~12)⁠Cold⁠Cold N/A ✓ ✓ Damage inflicted to Targets starting their turn in AOE

10 turn duration

Ice KnifeIce Knife 1 2d6 (2~12)⁠Cold⁠Cold 1d6 (1~6)⁠Cold⁠Cold ✓ Dexterity: Negate Creates Ice Surface

Identical to Monk Ki spell, Blade of Rime

Ice StormIce Storm 4 4d6 (4~24)⁠Cold⁠Cold N/A ✓ Dexterity: Halve Creates Ice Surface
Otiluke's Freezing SphereOtiluke's Freezing Sphere 6 10d6 (10~60)⁠Cold⁠Cold N/A ✓ Constitution: Halve Creates Ice Surface
Protection from Energy: ColdProtection from Energy: Cold 3 N/A N/A ✓ Gives Resistance to Cold⁠Cold damage
Ray of FrostRay of Frost 0 1d8 (1~8)⁠Cold⁠Cold 1d8 (1~8)⁠Cold⁠Cold Inflicts Ray of Frost (Condition)

Damage upcast added at Spellcaster Level 5 and again at 10

Sleet StormSleet Storm 3 N/A N/A ✓ ✓ Constitution: Concentration Creates Ice Surface

Interrupts Concentration

10 turn duration

Wall of IceWall of Ice 6 10d6 (10~60)⁠Cold⁠Cold N/A ✓ ✓ Dexterity: Halve Initial damage to enemies in spell path

Breaking concentration destroys wall

Creates Ice Surface and battlefield barrier

Wall destruction leaves Ice Cloud

10 turn duration

* Damage is indicative of effects, not the base spell

Actions[edit section | visual editor]

Action Resource Icon

Many actions are poised to directly inflict Cold⁠Cold damage; or impact the environment, nature of attacks, and conditions the targets must face. Below are tables listing the known actions which inflict or impact the Cold⁠Cold damage characters can deal, their base Cold⁠Cold damage, and Cold⁠Cold modifiers and effects.

Cold⁠Cold Actions
Equipment Icon
Equipment can afford characters distinct actions by equipping unique one-of-a-kind items. Below are actions unlocked by such equipment that inflict or impact Cold⁠Cold damage.
Equipment Actions
Name Base Cold⁠Cold Damage Special Cold⁠Cold Factors Source
Absorb ElementsAbsorb Elements 1d6 (1~6)⁠Cold⁠Cold* Take half damage from the next Elemental damage (i.e. Cold⁠Cold) attack targeting you, and deal an additional 1d6 of that element type on your next attack.

Once per Short Rest

Cloak of Elemental Absorption

Cloak of the Weave

Frigid BladeFrigid Blade Deal weapon Proficiency bonus as Cold⁠Cold damage Applies Frostbite condition on attack hit Allandra's Whelm
Frost of Dark WinterFrost of Dark Winter N/A Cast Cone of Cold, once per Short Rest

Cast Ice Storm, once per Short Rest

Gain Conduit of Kereska's Ice effect, until Long Rest

Once per Short Rest

Markoheshkir, Kereska's Favour
* Damage is indicative of unlocked spell/effects, not the base action
Monk Ki Icon
Upon reaching Level 3, Monks can select the subclass Way of the Four Elements which provides them unique Ki actions that mirror various spells. This allows Monks to inflict different elemental damage (i.e.Cold⁠Cold) to diversify their attacks and offer immense variations to their playstyle.
Monk Actions
Name Ki Points Bast Cold⁠Cold Damage AOE Saving Throw Icon Saving Throw Special Cold⁠Cold Factors
Blade of RimeBlade of Rime 2 2d6 (2~12)⁠Cold⁠Cold ✓ Dexterity: Negate Creates Ice Surface

Identical to Ice Knife

Chill of the MountainChill of the Mountain 1 1d10 (1~10)⁠Cold⁠Cold 2d10 (2~20)⁠Cold⁠Cold* Monk version of Ray of Frost

Damage upcast at Monk Level 9

Shaping of the IceShaping of the Ice 1 N/A Creates a climbable ice cube

10 turn duration

* Damage is indicative of unlocked spell/effects, not the base action
Summoned Creature Icon
Using spells there are numerous useful creatures players can summon to assist them in combat. The elemental summons that deal and interact with Cold⁠Cold damage are listed below with their unique actions.
Summoned Elemental Actions
Ice Mephits Icon
The Ice Mephit is the first and weakest Cold⁠Cold damage dealing elemental summon, created through the Level 4 spell, Conjure Minor Elemental: Ice Mephits. 2 Ice Mephits are summoned at a time and conflict with any other entities summoned through Conjure Minor Elemental. Ice Mephits will persist until death or Long Rest.
Ice Mephit Cold Actions
Name Base Cold Damage AOE Saving Throw Icon Saving Throw Special Cold Factors
Freezing ClawsFreezing Claws 2d6 (2~12)⁠Cold⁠Cold
Chromatic Orb: ColdChromatic Orb: Cold 2d8 (2~16)⁠Cold⁠Cold ✓ Creates Ice Surface
Ice BreathIce Breath 2d6 (2~12)⁠Cold⁠Cold Dexterity: Halve Once per turn
Death Burst (Cold)Death Burst (Cold) 4d6 (4~24)⁠Cold⁠Cold ✓ Dexterity: Halve Kills Ice Mephit
Death Burst: ColdDeath Burst: Cold 2d6 (2~12)⁠Cold⁠Cold ✓ Dexterity: Halve Automatically activates upon natural death
Water Elemental Icon
The Water Elemental is the second Cold⁠Cold damage dealing elemental summon, created through the Level 5 spell, Conjure Elemental: Water Elemental. 1 Water Elemental is summoned at a time and conflicts with any other entities summoned through Conjure Elemental. Water Elementals persists until death or Long Rest.
Water Elemental Cold Actions
Name Base Cold Damage AOE Saving Throw Icon Saving Throw Special Cold Factors
Slam Icon Slam 1d6 (1~6)⁠Cold⁠Cold Inflicts Chilled for 2 turns

Creates Water Surface

Winter's Breath Icon Winter's Breath 4d6 (4~24)⁠Cold⁠Cold2d6 (2~12)⁠Cold⁠Cold* ✓ Burning Targets take additional Cold⁠Cold damage, and become Brittle for 3 turns

Creates Ice Surface

Multiattack: Water Icon Multiattack: (Water) 2d4 (2~8)⁠Cold⁠Cold2d4 (2~8)⁠Cold⁠Cold Once per turn
* Damage is indicative of unlocked spell/effects, not the base action
Water Myrmidon Icon
The Water Myrmidon is the third and most powerful Cold⁠Cold damage dealing elemental summon, created through the Level 6 spell, Conjure Elemental: Water Myrmidon. 1 Water Myrmidon is summoned at a time and conflicts with any other entities summoned through Conjure Elemental. Water Myrmidons persists until death or Long Rest.
Water Myrmidon Cold Actions
Name Base Cold Damage AOE Saving Throw Icon Saving Throw Special Cold Factors
Trident of the Depths 1d6 (1~6)⁠Cold⁠Cold
Hiemal StrikeHiemal Strike 1d6 (1~6)⁠Cold⁠Cold 1d10 (1~10)⁠Cold⁠Cold Inflicts 2 turns of Chilled
Explosive IcicleExplosive Icicle 3d8 (3~24)⁠Cold⁠Cold3d8 (3~24)⁠Cold⁠Cold 3d8 (3~24)⁠Cold⁠Cold ✓ Once per turn

3 targetable attacks

Healing VapoursHealing Vapours N/A ✓ Creates Water Surface

Only available in combat

Actions that do not meet particular categories but still interact with Cold⁠Cold damage.
Miscellaneous Actions
Name Base Cold Damage AOE Saving Throw Special Cold Factors Source
Frost BreathFrost Breath 2d6 (2~12)⁠Cold⁠Cold ✓ Constitution: Halve Once per Long Rest Dragonborn race, Silver or White Subrace
Rage: Bear HeartRage: Bear Heart N/A Gives Resistance to all Damage Types (i.e.Cold⁠Cold) except Psychic.

10 turn duration

Level 3 Barbarian, Wildheart

Effects[edit section | visual editor]

Effects Icon

Features granted by leveling up, and abilities given by gear aspects can be regarded as effects that alter how the player's actions play out in Baldur's Gate 3. The effects that directly concern Cold⁠Cold damage and behavior are listed below with their descriptions.

Cold⁠Cold Effects
Features will remain permanently active on the player upon unlock (barring things such as class respec).
Features that Impact Cold⁠Cold Damage
Name Effect Description Source
Aspect of the Beast: CrocodileAspect of the Beast: Crocodile On slippery surfaces (i.e. Ice Surface) you have Advantage on Saving Throws against being knocked prone. Level 6 Barbarian Wildheart
Draconic Ancestry: Silver (Cold)Draconic Ancestry: Silver (Cold) You have Resistance to a particular damage type depending on your Dragonborn subrace (i.e. Silver & White Dragons are Cold⁠Cold). Dragonborn Race
Draconic Ancestry: White (Cold)Draconic Ancestry: White (Cold)
Elemental Adept: ColdElemental Adept: Cold Your spells ignore Resistance to Cold⁠Cold. When you cast Cold⁠Cold spells you cannot role a 1. Feat
Elemental Affinity: DamageElemental Affinity: Damage When you cast a spell that deals damage of the type associated with your draconic ancestry (i.e. Silver & White Dragons are Cold⁠Cold), you add your Charisma modifier to the damage. Level 6 Sorcerer, Draconic Bloodline
Elemental Affinity: ResistanceElemental Affinity: Resistance When you cast a spell that deals damage of the type associated with your draconic ancestry (i.e. Silver & White Dragons are Cold⁠Cold), you can spend one Sorcerery Point to gain Resistance to that damage type. Level 6 Sorcerer, Draconic Bloodline
Fiendish ResilienceFiendish Resilience Choose a damage type (i.e. Cold⁠Cold) to become Resistant to, you can change this each Short Rest. Level 10 Warlock Fiend
Wasteland Wanderer: ColdWasteland Wanderer: Cold Resistance to Cold⁠Cold damage. Ranger Natural Explorer
Gear Effects will remain active on the player so long as they have the necessary piece of gear equipped; Except for the effects given by the spell Kereska's Favour unlocked by Markoheshkir. This effect must be reapplied after every Long Rest and can be changed after every Short Rest (awaiting confirmation if the spell effects remain after switching weapons).
Gear Effects that Impact Cold⁠Cold Damage
Name Effects Description Source
Chilling Counter When a Target misses you with an attack it must make a Constitution Saving Throw of be Chilled for 2 turns. Cold Snap
Chilling Strike Your unarmed attacks deal an additional 1d4 (1~4)⁠Cold⁠Cold damage. Snow-Dusted Monastery Gloves
Coldbrim Chill Once per turn, any condition inflicted on a target also applies 2 turns of Encrusted with Frost. Coldbrim Hat
Conduit of Kereska's Ice Cast Cone of Cold and Ice Storm, once per Short Rest

Cold⁠Cold spells deal additional Cold⁠Cold damage equal to your Proficiency Bonus.

Resistance to Cold⁠Cold damage.

When you deal spell damage, you inflict 1 turn of Encrusted with Frost on the Target.

Markoheshkir, Kereska's Favour

Can be changed, once per Short Rest

Must be reapplied, after Long Rest

Elemental Augmentation When one of your cantrips deals Elemental damage (i.e. Cold⁠Cold), add your Spellcasting Modifier to the damage dealt. Necklace of Elemental Augmentation
Elemental Infusion After dealing Elemental damage (i.e. Cold⁠Cold) using a spell or cantrip, until the end of your next turn, you deal an additional 1d4 of that element on a successful weapon attack. Ring of Elemental Infusion
Elemental Momentum Whenever the wearer deals Elemental damage (i.e. Cold⁠Cold) with spells or cantrips, they gain Momentum for 2 turns. Boots of Elemental Momentum
Elements of an Epoch Depending on the kind of damage chosen from Elemental Age (i.e. Cold⁠Cold), your attack also inflicts a related condition (i.e. Chilled). Flail of Ages
Heart of Ice When dealing Cold⁠Cold damage, the wielder deals an additional 1⁠Cold⁠Cold damage. Mourning Frost
Hoarfrost Balance You cannot fall prone while traversing Ice Surfaces. Hoarfrost Boots
Insidious Cold Dealing Cold⁠Cold damage with a spell possibly inflicts Chilled upon the Target. Mourning Frost
Nature's Vengeance When the wearer stands in certain surfaces (i.e. Ice Surface) and casts a spell that deals damage, the target also suffers the surface's effects (i.e. Prone). Amulet of Elemental Torment
Snowburst When the wearer deals Cold⁠Cold damage, they also create an Ice Surface around the Target(s). Snowburst Ring
Temperature Adjustment Wearer has Resistance to Fire⁠Fire and Cold⁠Cold Damage. Wavemother's Robe
The Water Caller On a hit, create a Water Surface centered on the Target. Trident of the Waves
Watery Guidance This weapon has Advantage against Wet Targets. Wavemother's Sickle
Watery Rejuvenation If the wearer is standing in a Water Surface at the start of their turn, they heal for 1d4 Hit Points. [Ice Surfaces melt into Water Surfaces] Wavemother's Robe
Winter's Clutches When the wearer deals Cold⁠Cold damage, inflict 2 turns of Encrusted with Frost upon the Target(s). Winter's Clutches

Conditions[edit section | visual editor]

Conditions are unique effects that can strengthen or weaken Targets to particular damage types, status impairments, or ability score roles. The conditions that directly concerned Cold⁠Cold damage have been compiled here with their descriptions and relevance to Cold⁠Cold damage.

Conditions related toCold⁠Cold Damage
Name Condition Description Special Cold Factors
ChilledChilled Target becomes Vulnerable to Cold⁠Cold damage, and Resistant to Fire⁠Fire damage Vulnerable Targets take double Cold⁠Cold damage
Encrusted with FrostEncrusted with Frost If there are 7 or more turns remaining Targets must succeed a Constitution Saving Throw Saving Throw, or take 1d4 (1~4)⁠Cold⁠Cold damage and become Frozen Frozen. If Target succeeds a Saving Throw Saving Throw they take half damage and lose Encrusted with Frost Encrusted with Frost.

Targets have Disadvantage Disadvantage on Dexterity Saving Throw Saving Throws.

Removed by Burning Burning.

Can apply Frozen FrozenCan inflict Cold⁠Cold damage

Targets have Disadvantage Disadvantage on Dexterity Saving Throw Saving Throws, making it easier to become Prone Prone.

FrostbiteFrostbite Targets hit by Cold⁠Cold damage receive an additional 1⁠Cold⁠Cold for every turn of Frostbite remaining. Increases Cold⁠Cold damage received on every Cold⁠Cold attack
FrozenFrozen Target is trapped in ice and cannot perform actions or reactions. If Target recieves Bludgeoning⁠Bludgeoning, Thunder⁠Thunder, or Force⁠Force damage the condition ends.

While Frozen Target becomes Vulnerable to Bludgeoning⁠Bludgeoning, Thunder⁠Thunder, and Force⁠Force damage.

Applied by 7 turns of Encrusted with Frost Encrusted with Frost
ProneProne Target is knocked down and cannot move, and consume half their movement speed to stand back up.

Attacks made against a Prone Target have Advantage Advantage when made within 3 m (10 ft), and Prone Target's have Disadvantage Disadvantage on Strength and Dexterity Saving Throw Saving Throws.

Targets break Concentration when becoming Prone. While Prone they cannot perform actions, bonus actions, or reactions.

Caused by Ice Surfaces

Consumes half a Target's movement speed

Ray of FrostRay of Frost Reduces Target movement speed by 3 m (10 ft).

Only applied by Ray of Frost cantrip.

Reduces Target's movement speed
WetWet Target becomes immune to Burning Burning and has Resistance to Fire⁠Fire damage for the duration.

Target becomes Vulnerable to Cold⁠Cold and Lightning⁠Lightning damage for the duration. This condition also washes away blood and grime that appears on the player character.

Vulnerable Targets take double Cold⁠Cold damage

Surfaces[edit section | visual editor]

Depending on the Surface Targets can face immediate detrimental effects like taking damage, conditions, reduced movement speed, and more. The Surfaces that form from and pair with Cold⁠Cold Damage are listed below.

Surfaces that Interact with Cold⁠Cold Damage
Name Special Cold Factors Sources
Ice CloudIce Cloud Targets who pass through are inflicted with Icy Cloud that deals 10d6 (10~60)⁠Cold⁠Cold damage, per turn Wall of Ice, created when sections of the wall are broken
IceIce Difficult Terrain halves movement speed for Targets moving on it

Signature surface of Cold⁠Cold damage Targets must make Dexterity Saving Throw Saving Throws to avoid becoming Prone Prone, massively reducing the target's ground movement speed

Cold⁠Cold spells that create Ice Surfaces

Hitting liquid surfaces, like Blood Blood and Water Surfaces, with Cold⁠Cold damage

Steam CloudSteam Cloud Targets standing within have Wet condition making them vulnerable to Cold⁠Cold damage Hitting Water Surfaces with Fire⁠Fire spells that create Fire Fire surfaces
WaterWater Can be frozen with Cold⁠Cold spells into Ice Surfaces, or vaporized with Fire Fire surfaces to create Steam Clouds Breaking Water Barrels and Jugs

Create Water spell Ice Surfaces melt into Water Surfaces