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==Equipment ==
==Equipment ==
[[File:Equipment Icon.png|alt=Equipment Icon|left|frameless|25x25px]]
[[File:Equipment Icon.png|alt=Equipment Icon|left|frameless|25x25px]]
Traveling across the Sword's Coast in Baldur's Gate 3 players will be able to find many unique pieces of equipment to aid them in combat. From weapons to armors, arrows to potions, bottled water to barrels of explosive smokepowder, the equipment you can discover can drastically change the way players approach and handle conflict. More so, many pieces of equipable gear offer unique modifiers and effects that enable players to inflict additional damage types (i.e. {{DamageType|Cold}}), or impact their actions and afflicted damage with greater abilities.
Traveling across the Sword's Coast in Baldur's Gate 3 players will be able to find many unique pieces of equipment to aid them in combat. From weapons to armors, arrows to potions, bottled water to barrels of explosive smokepowder, the equipment you can discover can drastically change the way players approach and handle conflict. More so, many pieces of equipable gear offer unique modifiers and effects that enable players to inflict {{DamageType|Cold}} damage, or impact their actions and afflicted damage with greater abilities.


Below are tables listing the known equipment that inflict and impact the {{DamageType|Cold}} damage players can deal, their base {{DamageType|Cold}} damage, and {{DamageType|Cold}} modifiers and effects.
Below are tables listing the known equipment that inflict and/or impact the {{DamageType|Cold}} damage players can deal, their base {{DamageType|Cold}} damage, and {{DamageType|Cold}} modifiers and effects.
{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible"
|+{{DamageType|Cold}} Gear
|+{{DamageType|Cold}} Gear
|
|
{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible"
|+Gear that Inflicts Cold Damage
|+Gear that Inflicts {{DamageType|Cold}} Damage
!
!
!Name
!Name
!Item Type
!Item Type
!Base Cold Damage
!Base {{DamageType|Cold}} Damage
!Enables Spell
!Enables Spell
!Unlocks
!Unlocks
!Special Cold Factors
!Special {{DamageType|Cold}} Factors
|-
|-
|[[File:Allandra's Whelm Icon.png|alt=Allandra's Whelm Trident Icon|frameless|100x100px]]
|[[File:Allandra's Whelm Icon.png|alt=Allandra's Whelm Icon|frameless|100x100px]]
|[[Allandra's Whelm]]
|[[Allandra's Whelm]]
|Tridents
|Tridents
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|{{DamageText|1d4 (1~4)|Cold}}
|{{DamageText|1d4 (1~4)|Cold}}
|
|
|Chilling Counter effect
| Chilling Counter effect
|When a Target misses you with an attack it must make a Constitution Saving Throw of be [[Chilled (Condition)|Chilled]] for 2 turns.
|When a Target misses you with an attack it must make a Constitution Saving Throw of be [[Chilled (Condition)|Chilled]] for 2 turns.  
|-
|-
|[[File:Flail of Ages Icon.png|alt=Flail of Ages Icon|frameless|100x100px]]
|[[File:Flail of Ages Icon.png|alt=Flail of Ages Icon|frameless|100x100px]]
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#Elements of an Epoch effect
#Elements of an Epoch effect
#Tenacity effect
#Tenacity effect
|
|  
#+1 Bonus to weapon attack roles, and an additional {{DieIcon|d4|Slashing}} '''1d4''' damage depending on the elemental age selected (i.e. {{DamageType|Cold}}).
#+1 Bonus to weapon attack roles, and an additional {{DieIcon|d4|Slashing}} '''1d4''' damage depending on the elemental age selected (i.e. {{DamageType|Cold}}).
#Depending on the kind of damage chosen from Elemental Age, your attack also inflicts a related condition (i.e. [[Chilled (Condition)|Chilled]]).
#Depending on the kind of damage chosen from Elemental Age (i.e. {{DamageType|Cold}}), your attack also inflicts a related condition (i.e. [[Chilled (Condition)|Chilled]]).
#When you miss a main hand attack, you deal 1 bludgeoning damage anyways.
#When you miss a main hand attack, you deal 1 bludgeoning damage anyways.
|-
|-
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|Amulets
|Amulets
|{{DamageText|2d6 (2~12)|Cold}}*
|{{DamageText|2d6 (2~12)|Cold}}*
|✓
| ✓
|Cast Level 1 [[Ice Knife]] spell, once per Long Rest
| Cast Level 1 [[Ice Knife]] spell, once per Long Rest
|Standard effects of Ice Knife spell.
|Standard effects of Ice Knife spell.
|-
|-
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|✓
|✓
|
|
# Heart of Ice effect
#Heart of Ice effect
#Insidious Cold effect
#Insidious Cold effect
#Cast [[Ray of Frost]] cantrip
#Cast [[Ray of Frost]] cantrip
|
|
#When dealing {{DamageType|Cold}} damage, the wielder deals an additional {{DamageText|1|Cold}} damage.
#When dealing {{DamageType|Cold}} damage, the wielder deals an additional {{DamageText|1|Cold}} damage.
#Dealing {{DamageType|Cold}} damage with a spell possibly inflicts Chilled upon the Target.
# Dealing {{DamageType|Cold}} damage with a spell possibly inflicts Chilled upon the Target.
#Standard effect of Ray of Frost cantrip.
#Standard effect of Ray of Frost cantrip.
|-
|-
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|After dealing Elemental damage (i.e. {{DamageType|Cold}}) using a spell or cantrip, until the end of your next turn, you deal an additional {{DieIcon|d4|Slashing}} '''1d4''' of that element on a successful weapon attack.
|After dealing Elemental damage (i.e. {{DamageType|Cold}}) using a spell or cantrip, until the end of your next turn, you deal an additional {{DieIcon|d4|Slashing}} '''1d4''' of that element on a successful weapon attack.
|-
|-
|[Image Pending]
|[[File:Gloves of Cinder and Sizzle Icon.png|alt=Snow-Dusted Monastery Gloves Icon|frameless|100x100px]]
|[[Snow-Dusted Monastery Gloves]]
|[[Snow-Dusted Monastery Gloves]]
|Gloves
| Gloves
|{{DamageText|1d4 (1~4)|Cold}}*  
|{{DamageText|1d4 (1~4)|Cold}}*  
{{DamageText|2d6 (2~12)|Cold}}*
{{DamageText|2d6 (2~12)|Cold}}*
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|
|
#Chilling Strike effect
#Chilling Strike effect
#Cast [[Ice Knife]] spell
# Cast [[Ice Knife]] spell
|
|
#Your unarmed attacks deal an additional {{DamageText|1d4 (1~4)|Cold}} damage.
#Your unarmed attacks deal an additional {{DamageText|1d4 (1~4)|Cold}} damage.
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|{{DamageText|1d4 (1~4)|Cold}}
|{{DamageText|1d4 (1~4)|Cold}}
|
|
|Watery Guidance effect
|Watery Guidance effect  
|This weapon has Advantage against Wet Targets.
|This weapon has Advantage against Wet Targets.
|-
|-
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|
|
{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible"
|+Gear that Impacts Cold Damage
|+Gear that Impacts {{DamageType|Cold}} Damage
!
!
!Name
!Name
!Item Type
!Item Type  
!Unlocks
!Unlocks
!Special Cold Factors
!Special {{DamageType|Cold}} Factors
|-
|-
|[[File:Amulet of Elemental Torment Icon.png|alt=Amulet of Elemental Torment Icon|frameless|100x100px]]
|[[File:Amulet of Elemental Torment Icon.png|alt=Amulet of Elemental Torment Icon|frameless|100x100px]]
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|Cloaks
|Cloaks
|[[Absorb Elements]] action, once per Short Rest
|[[Absorb Elements]] action, once per Short Rest
|Take half damage from the next Elemental damage (i.e. {{DamageType|Cold}}) attack targeting you and deal an additional {{DieIcon|d6|Slashing}} '''1d6''' of that element type on your next attack.
|Take half damage from the next Elemental damage (i.e. {{DamageType|Cold}}) attack targeting you, and deal an additional {{DieIcon|d6|Slashing}} '''1d6''' of that element type on your next attack.
|-
|-
|[[File:Cloak of the Weave Icon.png|alt=Cloak of the Weave Icon|frameless|100x100px]]
|[[File:Cloak of the Weave Icon.png|alt=Cloak of the Weave Icon|frameless|100x100px]]
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|Cloaks
|Cloaks
|[[Absorb Elements]] action, once per Short Rest
|[[Absorb Elements]] action, once per Short Rest
|Take half damage from the next Elemental damage (i.e. {{DamageType|Cold}}) attack targeting you and deal an additional {{DieIcon|d6|Slashing}} '''1d6''' of that element type on your next attack.
| Take half damage from the next Elemental damage (i.e. {{DamageType|Cold}}) attack targeting you, and deal an additional {{DieIcon|d6|Slashing}} '''1d6''' of that element type on your next attack.
|-
|-
|[[File:Wizard Hat Icon.png|alt=Coldbrim Hat Icon|frameless|100x100px]]
|[[File:Wizard Hat Icon.png|alt=Coldbrim Hat Icon|frameless|100x100px]]
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|[[Necklace of Elemental Augmentation]]
|[[Necklace of Elemental Augmentation]]
|Amulets
|Amulets
|Elemental Augmentation effect
| Elemental Augmentation effect
|When one of your cantrips deals Elemental damage (i.e. {{DamageType|Cold}}), add your Spellcasting Modifier to the damage dealt.
| When one of your cantrips deals Elemental damage (i.e. {{DamageType|Cold}}), add your Spellcasting Modifier to the damage dealt.
|-
|-
|[[File:Rain Dancer Staff Icon.png|alt=Rain Dancer Icon|frameless|100x100px]]
|[[File:Rain Dancer Staff Icon.png|alt=Rain Dancer Icon|frameless|100x100px]]
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|Rings
|Rings
|Snowburst effect
|Snowburst effect
|When the wearer deals {{DamageType|Cold}} damage, they also create an Ice Surface around the Target(s).
| When the wearer deals {{DamageType|Cold}} damage, they also create an Ice Surface around the Target(s).
|-
|-
|[Image Pending]
|[[File:Allandra's Whelm Icon.png|alt=Trident of the Waves Icon|frameless|100x100px]]
|[[Trident of the Waves]]
|[[Trident of the Waves]]
|Tridents
|Tridents
|The Water Caller effect
|The Water Caller effect
|On a hit, create a Water Surface centered on the Target.
| On a hit, create a Water Surface centered on the Target.
|-
|-
|[[File:Water B Icon.png|alt=Water Bottle Icon|frameless|100x100px]]
|[[File:Water B Icon.png|alt=Water Bottle Icon|frameless|100x100px]]
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| rowspan="2" |Consumables are consumed upon use.
| rowspan="2" |Consumables are consumed upon use.
Creates Water Surface
Creates Water Surface
Gives Wet condition
Gives Wet condition
|-
|-
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|
|
#Wearer has Resistance to {{DamageType|Fire}} and {{DamageType|Cold}} Damage.
#Wearer has Resistance to {{DamageType|Fire}} and {{DamageType|Cold}} Damage.
#If the wearer is standing in a Water Surface at the start of their turn, they heal for {{DieIcon|d4|Slashing}} '''1d4''' Hit Points. [Ice Surfaces melt into Water Surfaces]
#If the wearer is standing in a Water Surface at the start of their turn, they heal for {{DieIcon|d4|Healing}} '''1d4''' Hit Points. [Ice Surfaces melt into Water Surfaces]
#Standard effects of Create or Destroy Water spell.
#Standard effects of Create or Destroy Water spell.
|-
|-
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==Actions==
==Actions==
[[File:Action Icon.png|alt=Action Resource Icon|left|frameless|25x25px]]
[[File:Action Icon.png|alt=Action Resource Icon|left|frameless|25x25px]]
Actions are the primary interaction options players can make in Baldur's Gate 3. Everything from weapon attacks, casting spells, crouching to hide, or throwing enemies headfirst at their allies are actions that use the distinct Action resource.  
Actions are the primary interaction options players can make in Baldur's Gate 3. Everything from weapon attacks, casting spells, crouching to hide, or throwing enemies headfirst at their allies are potential actions that can be made during one's turn. Selecting your actions is important to determine how you handle the immediate situation, and even set up conditions to benefit yourself later. Many of these actions are poised to directly inflict {{DamageType|Cold}} damage; or impact the environment, nature of your attacks, and conditions your Targets will face.
 
Below are tables listing the known actions that inflict and/or impact the {{DamageType|Cold}} damage players can deal, their base {{DamageType|Cold}} damage, and {{DamageType|Cold}} modifiers and effects.  
{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible"
|+{{DamageType|Cold}} Actions
|+{{DamageType|Cold}} Actions
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!
!
!Name
!Name
!Base Cold Damage
!Base {{DamageType|Cold}} Damage
!Special Cold Factors
!Special {{DamageType|Cold}} Factors
!Source
! Source
|-
|-
|[[File:Absorb Elements Icon.png|alt=Absorb Elements Icon|frameless|100x100px]]
|[[File:Absorb Elements Icon.png|alt=Absorb Elements Icon|frameless|100x100px]]
| [[Absorb Elements]]
|[[Absorb Elements]]
| {{DamageText|1d6 (1~6)|Cold}}*
|{{DamageText|1d6 (1~6)|Cold}}*
|Take half damage from the next elemental attack you receive, then deal an additional {{DieIcon|d6|Slashing}} '''1d6''' of that element on your next attack.
|Take half damage from the next Elemental damage (i.e. {{DamageType|Cold}}) attack targeting you, and deal an additional {{DieIcon|d6|Slashing}} '''1d6''' of that element type on your next attack.
Once per Short Rest  
Once per Short Rest  
|Cloak of Elemental Absorption
|Cloak of Elemental Absorption
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|[[Frost of Dark Winter]]
|[[Frost of Dark Winter]]
|N/A
|N/A
| Cast [[Cone of Cold]], once per Short Rest
|Cast [[Cone of Cold]], once per Short Rest
Cast [[Ice Storm]], once per Short Rest
Cast [[Ice Storm]], once per Short Rest


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|[[Markoheshkir]], [[Kereska's Favour]]
|[[Markoheshkir]], [[Kereska's Favour]]
|-
|-
| colspan="5" | <small><sup>* Damage is indicative of unlocked spell/effects, not the base action</sup></small>
| colspan="5" |<small><sup>* Damage is indicative of unlocked spell/effects, not the base action</sup></small>
|}
|}  
|-
|-
| colspan="7" |
| colspan="7" |
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!AOE
!AOE
!Saving Throw
!Saving Throw
!Special Cold Factors
! Special Cold Factors
!Source
!Source
|-
|-
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|[[Frost Breath]]
|[[Frost Breath]]
|{{DamageText|2d6 (2~12)|Cold}}
|{{DamageText|2d6 (2~12)|Cold}}
|✓
|✓  
|Constitution: Halve
|Constitution: Halve
|Once per Long Rest
|Once per Long Rest
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|
|
|
|
|Gives resistance to all Damage Types (i.e.{{DamageType|Cold}}) except Psychic.
|Gives Resistance to all Damage Types (i.e.{{DamageType|Cold}}) except Psychic.
10 turn duration
10 turn duration  
|Level 3 [[Barbarian]], Wildheart
|Level 3 [[Barbarian]], Wildheart
|}
|}
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!Name
!Name
!Ki Points
!Ki Points
!Bast Cold Damage
!Bast {{DamageType|Cold}} Damage
!AOE
!AOE  
!Saving Throw  
! [[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]] Saving Throw
!Special Cold Factors
!Special {{DamageType|Cold}} Factors
|-
|-
|[[File:Ice Knife Icon.png|alt=Blade of Rime Icon|frameless|100x100px]]
|[[File:Ice Knife Icon.png|alt=Blade of Rime Icon|frameless|100x100px]]
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|2
|2
|{{DamageText|2d6 (2~12)|Cold}}
|{{DamageText|2d6 (2~12)|Cold}}
| ✓
|✓
|Dexterity: Negate
|Dexterity: Negate
|Creates Ice Surface
|Creates Ice Surface
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|
|
|Monk version of Ray of Frost
|Monk version of Ray of Frost
Damage upcast at Monk Level 9
Damage upcast at Monk Level 9  
|-
|-
|[[File:Action Monk IceCube.png|alt=Shaping of the Ice|frameless|100x100px]]
|[[File:Action Monk IceCube.png|alt=Shaping of the Ice|frameless|100x100px]]
|[[Shaping of the Ice]]  
|[[Shaping of the Ice]]
|1
|1
|N/A
|N/A
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|}
|}
|-
|-
| colspan="7" |[[File:Spell Slot Icon.png|alt=Spell Slot Icon|left|frameless|25x25px]]Spells serve as a core aspect for combat, communication, and exploration in Baldur's Gate 3.
| colspan="7" |[[File:Spell Slot Icon.png|alt=Spell Slot Icon|left|frameless|25x25px]]Spells serve as a core aspect for combat, exploration, and interaction in Baldur's Gate 3. Spells offer the ability to easily switch between damage types (i.e. {{DamageType|Cold}}), and attacks/effects against Targets from a distance and in various ways. Except cantrips, out of combat Ritual spells, or spells achieved through [[Scrolls|Spell Scrolls]] all spells will consume the Spell Slot resource.
 
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. This makes it extremely valuable, and potentially easy, to prepare companions ahead of time to cooperate their abilities and spells towards common goals.
[Revise and refine]
{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible"
|+Spells that Inflict/Impact Cold Damage
|+Spells that Inflict/Impact {{DamageType|Cold}} Damage
!
!
!Name
!Name
!Spell Level
!Spell Level
!Base Cold Damage
!Base {{DamageType|Cold}} Damage
!Upcast Cold Damage
! Upcast {{DamageType|Cold}} Damage  
!Concentration
! Concentration
!AOE
!AOE
!Saving Throw
![[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]]Saving Throw
!Special Cold Factors
!Special {{DamageType|Cold}} Factors
|-
|-
|[[File:Armour Of Agathys Icon.png|alt=Armour of Agathys Icon|frameless|100x100px]]
| [[File:Armour Of Agathys Icon.png|alt=Armour of Agathys Icon|frameless|100x100px]]
|[[Armour of Agathys]]
|[[Armour of Agathys]]
|1
|1
|{{DamageText|5|Cold}}
|{{DamageText|5|Cold}}*
|{{DamageText|5|Cold}}
|{{DamageText|5|Cold}}*
|
|
|
|
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|-
|-
|[[File:Chromatic Orb Cold Icon.png|alt=Chromatic Orb: Cold Icon|frameless|100x100px]]
|[[File:Chromatic Orb Cold Icon.png|alt=Chromatic Orb: Cold Icon|frameless|100x100px]]
|[[Chromatic Orb: Cold]]
| [[Chromatic Orb: Cold]]
|1
|1
|{{DamageText|2d8 (2~16)|Cold}}
|{{DamageText|2d8 (2~16)|Cold}}
|{{DamageText|1d8 (1~8)|Cold}}
| {{DamageText|1d8 (1~8)|Cold}}
|
|
|✓
|✓
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|5
|5
| rowspan="3" |Consult Summoned Elemental Actions table
| rowspan="3" |Consult Summoned Elemental Actions table
| rowspan="3" |N/A
| rowspan="3" |N/A  
|
|
|
|
|
|
| rowspan="2" |Only one entity can be summoned from [[Conjure Elemental]] at a time
| rowspan="2" | Only one entity can be summoned from [[Conjure Elemental]] at a time
|-
|-
|[[File:Spell Conjuration ConjureElemental HigherLevel Water.png|alt=Conjure Elemental: Water Myrmidon|frameless|100x100px]]
|[[File:Spell Conjuration ConjureElemental HigherLevel Water.png|alt=Conjure Elemental: Water Myrmidon|frameless|100x100px]]
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+1 bonus to weapon attack roles
+1 bonus to weapon attack roles
|-
|-
|[[File:Spell Evocation FireShield Warm.png|alt=Fire Shield: Chill Icon|frameless|100x100px]]
|[[File:Spell Evocation FireShield Warm.png|alt=Fire Shield: Chill Icon|frameless|100x100px]]  
|[[Fire Shield (Chill)|Fire Shield: Chill]]
|[[Fire Shield (Chill)|Fire Shield: Chill]]
|4
|4
|{{DamageText|2d8 (2~16)|Cold}}
|{{DamageText|2d8 (2~16)|Cold}}*
|N/A
|N/A  
|
|
|
|
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|[[Glyph of Warding: Cold]]
|[[Glyph of Warding: Cold]]
|3
|3
|{{DamageText|5d8 (5~40)|Cold}}
| {{DamageText|5d8 (5~40)|Cold}}
|{{DamageText|1d8 (1~8)|Cold}}
|{{DamageText|1d8 (1~8)|Cold}}
|
|
|✓
|✓
|Dexterity: Halve
| Dexterity: Halve
|Inflicts damage upon contact with Hostile Target
|Inflicts damage upon contact with Hostile Target  
|-
|-
|[[File:Hunger of Hadar Icon.png|alt=Hunger of Hadar|frameless|100x100px]]
|[[File:Hunger of Hadar Icon.png|alt=Hunger of Hadar|frameless|100x100px]]  
|[[Hunger of Hadar]]
|[[Hunger of Hadar]]  
|3
|3
|{{DamageText|2d6 (2~12)|Cold}}
|{{DamageText|2d6 (2~12)|Cold}}
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|[[Ice Knife]]
|[[Ice Knife]]
|1
|1
|{{DamageText|2d6 (2~12)|Cold}}
|{{DamageText|2d6 (2~12)|Cold}}  
|{{DamageText|1d6 (1~6)|Cold}}
|{{DamageText|1d6 (1~6)|Cold}}
|
|
|✓
|✓  
|Dexterity: Negate
|Dexterity: Negate  
|Creates Ice Surface
|Creates Ice Surface
Identical to Monk Ki spell, Blade of Rime
Identical to Monk Ki spell, Blade of Rime
Line 507: Line 509:
|6
|6
|{{DamageText|10d6 (10~60)|Cold}}
|{{DamageText|10d6 (10~60)|Cold}}
|N/A
|N/A  
|
|
|✓
|✓
Line 517: Line 519:
|3
|3
|N/A
|N/A
|N/A
| N/A
|✓
| ✓
|
|
|
|
|Gives Resistance to {{DamageType|Cold}} damage
|Gives Resistance to {{DamageType|Cold}} damage
|-
|-
|[[File:Ray of Frost Icon.png|alt=Ray of Frost Icon|frameless|100x100px]]
| [[File:Ray of Frost Icon.png|alt=Ray of Frost Icon|frameless|100x100px]]  
|[[Ray of Frost]]
|[[Ray of Frost]]
|0
|0
|{{DamageText|1d8 (1~8)|Cold}}
|{{DamageText|1d8 (1~8)|Cold}}
|{{DamageText|1d8 (1~8)|Cold}}
|{{DamageText|1d8 (1~8)|Cold}}  
|
|
|
|
|
|
|Inflicts [[Ray of Frost (Condition)]]
| Inflicts [[Ray of Frost (Condition)]]
Damage upcast added at Spellcaster Level 5 and again at 10
Damage upcast added at Spellcaster Level 5 and again at 10
|-
|-
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|3
|3
|N/A
|N/A
|N/A
|N/A  
|✓
|✓
|✓
|✓
Line 545: Line 547:
Interrupts Concentration
Interrupts Concentration


10 turn duration
10 turn duration  
|-
|-
|[[File:Spell Evocation WallOfIce.png|alt=Wall of Ice Icon|frameless|100x100px]]
|[[File:Spell Evocation WallOfIce.png|alt=Wall of Ice Icon|frameless|100x100px]]
|[[Wall of Ice]]
|[[Wall of Ice]]
|6
|6
|{{DamageText|10d6 (10~60)|Cold}}
| {{DamageText|10d6 (10~60)|Cold}}
|N/A
|N/A
|✓
|✓
Line 565: Line 567:
|}
|}
|-
|-
| colspan="7" |There are numerous useful creatures players can summon to assist them in combat by inflicting damage, aiding allies, applying conditions, or changing the Surfaces of the battlefield. The elemental summons stand as the most iconic and accessible summons players can bring forth, and those that deal and interact with {{DamageType|Cold}} damage are listed below with their unique actions.
| colspan="7" |[[File:Spell Conjuration FindFamiliar.png|alt=Summoned Creature Icon|left|frameless|25x25px]]There are numerous useful creatures players can summon to assist them in combat by inflicting damage, aiding allies, applying conditions, or changing the Surfaces of the battlefield. The elemental summons stand as the most iconic and accessible summons players can bring forth, and those that deal and interact with {{DamageType|Cold}} damage are listed below with their unique actions.
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
|+Summoned Elemental Actions
|+Summoned Elemental Actions
|[[File:Spell Conjuration ConjureMinorElementals IceMephit.png|alt=Ice Mephits Icon|left|frameless|100x100px]]The Ice Mephit is the first and weakest {{DamageType|Cold}} damage dealing elemental summon in Baldur's Gate 3. Brought forth through the Level 4 spell, [[Conjure Minor Elemental]]: Ice Mephits. The Ice Mephit is a useful ally in combat being able to attack and distract enemies, create Ice Surfaces, and inflicting damage even in death. 2 Ice Mephits are summoned at a time, conflict with any other entities summoned through Conjure Minor Elemental, do not conflict with entities summoned through [[Conjure Elemental]], and persists until death or Long Rest.
| [[File:Spell Conjuration ConjureMinorElementals IceMephit.png|alt=Ice Mephits Icon|left|frameless|100x100px]]The Ice Mephit is the first and weakest {{DamageType|Cold}} damage dealing elemental summon in Baldur's Gate 3. Brought forth through the Level 4 spell, [[Conjure Minor Elemental]]: Ice Mephits. The Ice Mephit is a useful ally in combat being able to attack and distract enemies, create Ice Surfaces, and inflicting damage even in death. 2 Ice Mephits are summoned at a time, conflict with any other entities summoned through Conjure Minor Elemental, do not conflict with entities summoned through [[Conjure Elemental]], and persists until death or Long Rest.
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
|+Ice Mephit Cold Actions
|+Ice Mephit Cold Actions
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!Name
!Name
!Base Cold Damage
!Base Cold Damage
! AOE
!AOE
!Saving Throw
![[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]] Saving Throw
!Special Cold Factors
!Special Cold Factors
|-
|-
|[Image Pending]
|[Image Pending]
|Freezing Claws
|Freezing Claws  
|{{DamageText|2d6 (2~12)|Cold}}
|{{DamageText|2d6 (2~12)|Cold}}
|
|
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|-
|-
|[[File:Action Monster IceMephit DeathBurst.png|alt=Death Burst: Cold Icon|frameless|100x100px]]
|[[File:Action Monster IceMephit DeathBurst.png|alt=Death Burst: Cold Icon|frameless|100x100px]]
|Death Burst: Cold
| Death Burst: Cold
|{{DamageText|4d6 (4~24)|Cold}}
|{{DamageText|4d6 (4~24)|Cold}}  
|✓
| ✓
|Dexterity: Halve
|Dexterity: Halve
|Kills Ice Mephit
| Kills Ice Mephit  
|-
|-
|[[File:Action Monster IceMephit DeathBurst Died.png|alt=Death Burst: Cold (Auto) Icon|frameless|100x100px]]
|[[File:Action Monster IceMephit DeathBurst Died.png|alt=Death Burst: Cold (Auto) Icon|frameless|100x100px]]
|Death Burst: Cold (Auto)
| Death Burst: Cold (Auto)
|{{DamageText|2d6 (2~12)|Cold}}
|{{DamageText|2d6 (2~12)|Cold}}
|✓
|✓
|Dexterity: Halve
|Dexterity: Halve
|Automatically activates upon natural death  
| Automatically activates upon natural death
|}
|}  
|-
|-
|[[File:Spell Conjuration ConjureElemental Water.png|alt=Water Elemental Icon|left|frameless|100x100px]]The Water Elemental is the second {{DamageType|Cold}} damage dealing elemental summon in Baldur's Gate 3. Brought forth through the Level 5 spell, [[Conjure Elemental]]: Water Elemental. The Water Elemental is a strong ally in combat applying, and exploiting, Conditions on Targets and creating plenty of Surfaces for battlefield management. 1 Water Elemental is summoned at a time, conflicts with any other entities summoned through Conjure Elemental, and persists until death or Long Rest.
|[[File:Spell Conjuration ConjureElemental Water.png|alt=Water Elemental Icon|left|frameless|100x100px]]The Water Elemental is the second {{DamageType|Cold}} damage dealing elemental summon in Baldur's Gate 3. Brought forth through the Level 5 spell, [[Conjure Elemental]]: Water Elemental. The Water Elemental is a strong ally in combat applying, and exploiting, Conditions on Targets and creating plenty of Surfaces for battlefield management. 1 Water Elemental is summoned at a time, conflicts with any other entities summoned through Conjure Elemental, and persists until death or Long Rest.
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
|+Water Elemental Cold Actions
|+ Water Elemental Cold Actions
|
|
|Name
|Name
|Base Cold Damage
|Base Cold Damage
|AOE
| AOE
|Saving Throw
|[[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]] Saving Throw
|Special Cold Factors
|Special Cold Factors  
|-
|-
! <small><sup>[[File:Action Monster ElementalWater Slam.png|alt=Slam Icon|frameless|100x100px]]</sup></small>
!<small><sup>[[File:Action Monster ElementalWater Slam.png|alt=Slam Icon|frameless|100x100px]]</sup></small>
! Slam
!Slam
!{{DamageText|1d6 (1~6)|Cold}}  
!{{DamageText|1d6 (1~6)|Cold}}
 
!
!
!
!
|Inflicts Chilled for 2 turns
|Inflicts Chilled for 2 turns
Creates Water Surface
Creates Water Surface  
|-
|-
|<small><sup>[[File:Action Monster ElementalWater WintersBreath.png|alt=Winter's Breath Icon|frameless|100x100px]]</sup></small>
|<small><sup>[[File:Action Monster ElementalWater WintersBreath.png|alt=Winter's Breath Icon|frameless|100x100px]]</sup></small>
|Winter's Breath
| Winter's Breath
|{{DamageText|4d6 (4~24)|Cold}}{{DamageText|2d6 (2~12)|Cold}}*
|{{DamageText|4d6 (4~24)|Cold}}{{DamageText|2d6 (2~12)|Cold}}*
|✓
|✓
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Creates Ice Surface
Creates Ice Surface
|-
|-
|<small><sup>[[File:Action Monster ElementalWater MultiAttack.png|alt=Multiattack: Water Icon|frameless|100x100px]]</sup></small>
| <small><sup>[[File:Action Monster ElementalWater MultiAttack.png|alt=Multiattack: Water Icon|frameless|100x100px]]</sup></small>
|Multiattack: (Water)  
|Multiattack: (Water)
|{{DamageText|2d4 (2~8)|Cold}}{{DamageText|2d4 (2~8)|Cold}}
|{{DamageText|2d4 (2~8)|Cold}}{{DamageText|2d4 (2~8)|Cold}}
|
|
|
|
|Once per turn
| Once per turn
|-
|-
| colspan="6" |<small><sup>* Damage is indicative of unlocked spell/effects, not the base action</sup></small>
| colspan="6" |<small><sup>* Damage is indicative of unlocked spell/effects, not the base action</sup></small>  
|}  
|}  
|-
|-
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!
!
!Name
!Name
! Base Cold Damage  
!Base Cold Damage
!AOE
!AOE
!Saving Throw
![[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]] Saving Throw
!Special Cold Factors  
!Special Cold Factors
|-
|-
|[[File:Trident Icon.png|alt=Trident of the Depths Icon|frameless|100x100px]]
| [[File:Trident Icon.png|alt=Trident of the Depths Icon|frameless|100x100px]]
|Trident of the Depths
|Trident of the Depths
|{{DamageText|1d6 (1~6)|Cold}}
|{{DamageText|1d6 (1~6)|Cold}}
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|
|
|-
|-
| [Image Pending]
|[Image Pending]  
|Hiemal Strike
|Hiemal Strike
|{{DamageText|1d6 (1~6)|Cold}} {{DamageText|1d10 (1~10)|Cold}}
|{{DamageText|1d6 (1~6)|Cold}} {{DamageText|1d10 (1~10)|Cold}}
|
|
|
|
|Inflicts 2 turns of Chilled  
|Inflicts 2 turns of Chilled
|-
|-
|[Image Pending]
|[Image Pending]
|Explosive Icicle
|Explosive Icicle
|{{DamageText|3d8 (3~24)|Cold}} {{DamageText|3d8 (3~24)|Cold}} {{DamageText|3d8 (3~24)|Cold}}
|{{DamageText|3d8 (3~24)|Cold}}{{DamageText|3d8 (3~24)|Cold}} {{DamageText|3d8 (3~24)|Cold}}
|✓
|✓
|
|
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|[Image Pending]
|[Image Pending]
|Healing Vapours
|Healing Vapours
|N/A
|N/A  
|✓
|✓
|
|
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|}
|}


==Effects==
== Effects ==
Progressing through Baldur's Gate 3 players will develop their skills; leveling and finding many unique pieces of equipment that can drastically improve and change their playstyle.
[[File:Passive Feature Generic Icon.png|alt=Effects Icon|left|frameless|25x25px]]
Progressing through Baldur's Gate 3 players will earn impressive powers through gear and unlock significant features by leveling up. These aspects can be regarded as effects, that alter how the player's actions play out in combat, exploration, and interaction. From offering or ignoring damage Resistances, inflicting or immunizing against particular effects, increasing damage or providing healing, effects are major changes to how players fight.


[Review for revision]
The effects that directly concern {{DamageType|Cold}} damage and behavior are listed below with their descriptions.
{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible"
|+{{DamageType|Cold}} Effects
|+{{DamageType|Cold}} Effects
|
|Features will remain permanently active on the player upon unlock (barring things such as class respec).
{| class="wikitable mw-collapsible"
{| class="wikitable mw-collapsible"
|+Persistent Effects that Impact Cold Damage
|+Features that Impact {{DamageType|Cold}} Damage
! Name  
!
!Name
!Effect Description
!Effect Description
!Source
!Source
|-
|-
|[[File:PassiveFeature AspectOfTheBeast Crocodile.png|alt=Animal Aspect Crocodile Icon|frameless|100x100px]]
|Animal Aspect: Crocodile
|Animal Aspect: Crocodile
|On slippery surfaces (i.e. Ice Surface) you have Advantage on Saving Throws against being knocked prone.
|On slippery surfaces (i.e. Ice Surface) you have Advantage on Saving Throws against being knocked prone.  
|Level 6 [[Barbarian]] [[Wildheart]]
|Level 6 [[Barbarian]] [[Wildheart]]
|-
|-
|Draconic Ancestry
|[[File:PassiveFeature DraconicAncestry Silver.png|alt=Draconic Ancestry Silver Icon|frameless|100x100px]]
|You have Resistance to a particular damage type depending on your Dragonborn subrace (i.e. Silver & White Dragons are {{DamageType|Cold}}).
| rowspan="2" |Draconic Ancestry
|[[Dragonborn]] Race
| rowspan="2" |You have Resistance to a particular damage type depending on your Dragonborn subrace (i.e. Silver & White Dragons are {{DamageType|Cold}}).
| rowspan="2" |[[Dragonborn]] Race
|-
|-
| Elemental Adept: Cold
|[[File:PassiveFeature DraconicAncestry White.png|alt=Draconic Ancestry White Icon|frameless|100x100px]]
| Your spells ignore Resistance to {{DamageType|Cold}}. When you cast {{DamageType|Cold}} spells you cannot role a 1.
|-
| [[File:PassiveFeature ElementalAdept Cold.png|alt=Elemental Adept Cold Icon|frameless|100x100px]]
|Elemental Adept: Cold
|Your spells ignore Resistance to {{DamageType|Cold}}. When you cast {{DamageType|Cold}} spells you cannot role a 1.
|[[Feats|Feat]]
|[[Feats|Feat]]
|-
|-
|[[File:Elemental Affinity Icon.png|alt=Elemental Affinity Damage Icon|frameless|100x100px]]
|Elemental Affinity: Damage
|Elemental Affinity: Damage
|When you cast a spell that deals damage of the type associated with your draconic ancestry (i.e. Silver & White Dragons are {{DamageType|Cold}}), you add your Charisma modifier to the damage.
|When you cast a spell that deals damage of the type associated with your draconic ancestry (i.e. Silver & White Dragons are {{DamageType|Cold}}), you add your Charisma modifier to the damage.
|Level 6 [[Sorcerer]], [[Draconic Bloodline]]
|Level 6 [[Sorcerer]], [[Draconic Bloodline]]
|-
|-
|[[File:Skill Sorcerer Passive ElementalAffinity Resistance.png|alt=Elemental Affinity Resistance Icon|frameless|100x100px]]
|Elemental Affinity: Resistance
|Elemental Affinity: Resistance
|When you cast a spell that deals damage of the type associated with your draconic ancestry (i.e. Silver & White Dragons are {{DamageType|Cold}}), you can spend one Sorcerery Point to gain Resistance to that damage type.  
|When you cast a spell that deals damage of the type associated with your draconic ancestry (i.e. Silver & White Dragons are {{DamageType|Cold}}), you can spend one Sorcerery Point to gain Resistance to that damage type.
|Level 6 [[Sorcerer]], [[Draconic Bloodline]]
|Level 6 [[Sorcerer]], [[Draconic Bloodline]]
|-
|-
|[[File:PassiveFeature FiendishResilience.png|alt=Fiendish Resilience Icon|frameless|100x100px]]
|Fiendish Resilience
|Fiendish Resilience
|Choose a damage type (i.e. {{DamageType|Cold}}) to become resistant to, you can change this each Short Rest.
|Choose a damage type (i.e. {{DamageType|Cold}}) to become Resistant to, you can change this each Short Rest.
|Level 10 [[Warlock]] [[The Fiend|Fiend]]
|Level 10 [[Warlock]] [[The Fiend|Fiend]]
|-
|-
|[[File:PassiveFeature NaturalExplorer WastelandWanderer Cold.png|alt=Wasteland Wanderer Cold Icon|frameless|100x100px]]
|Wasteland Wanderer: Cold
|Wasteland Wanderer: Cold
|Resistance to {{DamageType|Cold}} damage.
|Resistance to {{DamageType|Cold}} damage.
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|}
|}
|-
|-
|
|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).
{| class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable mw-collapsible mw-collapsed"
|+Persistent Gear Effects that Impact Cold Damage
|+Gear Effects that Impact {{DamageType|Cold}} Damage
!Name
! Name
!Effect Description
!Effects Description
!Source
!Source
|-
|-
|Chilling Counter
|Chilling Counter  
|When a Target misses you with an attack it must make a Constitution Saving Throw of be [[Chilled (Condition)|Chilled]] for 2 turns.
|When a Target misses you with an attack it must make a Constitution Saving Throw of be [[Chilled (Condition)|Chilled]] for 2 turns.
|Cold Snap
|Cold Snap
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|Snow-Dusted Monastery Gloves
|Snow-Dusted Monastery Gloves
|-
|-
|Coldbrim Chill
| Coldbrim Chill
|Once per turn, any condition inflicted on a target also applies 2 turns of [[Encrusted with Frost (Condition)|Encrusted with Frost]].
|Once per turn, any condition inflicted on a target also applies 2 turns of [[Encrusted with Frost (Condition)|Encrusted with Frost]].
|Coldbrim Hat
|Coldbrim Hat
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|Cast [[Cone of Cold]] and [[Ice Storm]], once per Short Rest
|Cast [[Cone of Cold]] and [[Ice Storm]], once per Short Rest
{{DamageType|Cold}} spells deal additional {{DamageType|Cold}} damage equal to your Proficiency Bonus.
{{DamageType|Cold}} spells deal additional {{DamageType|Cold}} damage equal to your Proficiency Bonus.
Resistance to {{DamageType|Cold}} damage.
Resistance to {{DamageType|Cold}} damage.


When you deal spell damage, you inflict 1 turn of [[Encrusted with Frost (Condition)|Encrusted with Frost]] on the Target.
When you deal spell damage, you inflict 1 turn of [[Encrusted with Frost (Condition)|Encrusted with Frost]] on the Target.  
|[[Markoheshkir]], [[Kereska's Favour]]
| [[Markoheshkir]], [[Kereska's Favour]]
Must be reapplied after Long Rest
Can be changed, once per Short Rest
 
Must be reapplied, after Long Rest  
|-
|-
|Elemental Augmentation
|Elemental Augmentation
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|-
|-
|Elemental Infusion
|Elemental Infusion
|After dealing Elemental damage (i.e. {{DamageType|Cold}}) using a spell or cantrip, until the end of your next turn, you deal an additional {{DieIcon|d4|Slashing}} '''1d4''' of that element on a successful weapon attack.
| After dealing Elemental damage (i.e. {{DamageType|Cold}}) using a spell or cantrip, until the end of your next turn, you deal an additional {{DieIcon|d4|Slashing}} '''1d4''' of that element on a successful weapon attack.
|Ring of Elemental Infusion
|Ring of Elemental Infusion
|-
|-
|Elemental Momentum
|Elemental Momentum  
|Whenever the wearer deals Elemental damage (i.e. {{DamageType|Cold}}) with spells or cantrips, they gain [[Momentum (Condition)|Momentum]] for 2 turns.
|Whenever the wearer deals Elemental damage (i.e. {{DamageType|Cold}}) with spells or cantrips, they gain [[Momentum (Condition)|Momentum]] for 2 turns.
|Boots of Elemental Momentum
|Boots of Elemental Momentum
|-
|-
|Elements of an Epoch
|Elements of an Epoch
|Depending on the kind of damage chosen from [[Elemental Age]], your attack also inflicts a related condition (i.e. [[Chilled (Condition)|Chilled]]).
|Depending on the kind of damage chosen from [[Elemental Age]] (i.e. {{DamageType|Cold}}), your attack also inflicts a related condition (i.e. [[Chilled (Condition)|Chilled]]).
|Flail of Ages
|Flail of Ages
|-
|-
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|-
|-
|Nature's Vengeance
|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.
|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
|Amulet of Elemental Torment
|-
|-
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|This weapon has Advantage against Wet Targets.
|This weapon has Advantage against Wet Targets.
|Wavemother's Sickle
|Wavemother's Sickle
|-
|Watery Rejuvenation
|If the wearer is standing in a Water Surface at the start of their turn, they heal for {{DieIcon|d4|Healing}} '''1d4''' Hit Points. [Ice Surfaces melt into Water Surfaces]
|Wavemother's Robe
|-
|-
|Winter's Clutches
|Winter's Clutches
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==Conditions==
==Conditions==
[Placeholder]
Conditions are unique effects that can strengthen or weaken Targets to particular damage types, status impairments, or [[Ability Scores|ability score]] roles. The conditions that directly concerned {{DamageType|Cold}} damage have been compiled here with their descriptions and relevance to {{DamageType|Cold}} damage.
{| class="wikitable"
{| class="wikitable mw-collapsible"
|+
|+Conditions related to{{DamageType|Cold}} Damage
!
!Name
!
!Condition Description
!
!Special Cold Factors
!
|-
|-
|Chilled
|{{IconLink|size=50|Chilled Condition Icon.webp|Chilled (Condition)|Chilled}}
| colspan="3" |
|Target becomes Vulnerable to {{DamageType|Cold}} damage, and Resistant to {{DamageType|Fire}} damage
|Vulnerable Targets take double {{DamageType|Cold}} damage
|-
|-
|Encrusted with Frost
|{{IconLink|size=50|Encrusted with Frost Condition Icon.webp|Encrusted with Frost (Condition)|Encrusted with Frost}}
| colspan="3" |
|If there are 7 or more turns remaining Targets must succeed a [[Constitution]] {{SavingThrow}}, or take {{DamageText|1d4 (1~4)|Cold}} damage and become {{IconLink|size=25|Frozen Condition Icon.webp|Frozen (Condition)|Frozen}}. If Target succeeds a {{SavingThrow}} they take half damage and lose {{IconLink|size=25|Encrusted with Frost Condition Icon.webp|Encrusted with Frost (Condition)|Encrusted with Frost}}.
Targets have {{Disadvantage}} on [[Dexterity]] {{SavingThrow}}s.
Removed by {{IconLink|size=25|Burning Condition Icon.webp|Burning (Condition)|Burning}}.
|Can apply {{IconLink|size=25|Frozen Condition Icon.webp|Frozen (Condition)|Frozen}}Can inflict {{DamageType|Cold}} damage
Targets have {{Disadvantage}} on [[Dexterity]] {{SavingThrow}}s, making it easier to become {{IconLink|size=25|Prone Condition Icon.webp|Prone (Condition)|Prone}}.
|-
|-
|Frostbite
|{{IconLink|size=50|Frostbite Condition Icon.webp|Frostbite (Condition)|Frostbite}}
| colspan="3" |
|Targets hit by {{DamageType|Cold}} damage receive an additional {{DamageText|1|Cold}} for every turn of Frostbite remaining.
|Increases {{DamageType|Cold}} damage received on every {{DamageType|Cold}} attack
|-
|-
|Frozen
|{{IconLink|size=50|Frozen Condition Icon.webp|Frozen (Condition)|Frozen}}
| colspan="3" |
|Target is trapped in ice and cannot perform [[Action|Actions]] or [[Reaction (Combat)|Reactions]]. If Target recieves {{DamageType|Bludgeoning}}, {{DamageType|Thunder}}, or {{DamageType|Force}} damage the condition ends.
While Frozen Target becomes Vulnerable to {{DamageType|Bludgeoning}}, {{DamageType|Thunder}}, and {{DamageType|Force}} damage.
|Applied by 7 turns of {{IconLink|size=25|Encrusted with Frost Condition Icon.webp|Encrusted with Frost (Condition)|Encrusted with Frost}}
|-
|-
|Prone
|{{IconLink|size=50|Prone Condition Icon.webp|Prone (Condition)|Prone}}
| colspan="3" |
|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}} when made within {{distance|m=3|ft=10}}, and Prone Target's have {{Disadvantage}} on [[Strength]] and [[Dexterity]] {{SavingThrow}}s.
 
Targets break Concentration when becoming Prone. While Prone they cannot perform [[Action|Actions]], [[Bonus Action|Bonus actions]], or [[Reaction (Combat)|Reactions]].
|Caused by Ice Surfaces
Consumes half a Target's movement speed
|-
|-
|Ray of Frost
|{{IconLink|size=50|Ray of Frost Condition Icon.webp|Ray of Frost (Condition)|Ray of Frost}}
| colspan="3" |
|Reduces Target movement speed by {{distance|m=3|ft=10}}.
Only applied by [[Ray of Frost]] cantrip.
|Reduces Target's movement speed
|-
|-
|Wet
|{{IconLink|size=50|Wet Condition Icon.webp|Wet (Condition)|Wet}}
| colspan="3" |
|Target becomes immune to {{IconLink|size=25|Burning Condition Icon.webp|Burning (Condition)|Burning}} and has Resistance to {{DamageType|Fire}} damage for the duration.
Target becomes Vulnerable to {{DamageType|Cold}} and {{DamageType|Lightning}} damage for the duration.
This condition also washes away blood and grime that appears on the player character.
|Vulnerable Targets take double {{DamageType|Cold}} damage
|}
|}


===[[Brittle]]===
==Surfaces==
 
===[[Chilled (Condition)|Chilled]]===
[Placeholder]
 
Description, relevance to {{DamageType|Cold}}, sources
 
===[[Encrusted with Frost (Condition)|Encrusted with Frost]]===
This condition causes Targets to role with Disadvantage on Dexterity Saving Throws, and when there are more than 7 turns remaining of 'Encrusted with Frost' the Target has to make Constitution Saving Throws to avoid taking {{DamageType|Cold}} damage and becoming Frozen. This condition is useful to make targets more vulnerable to becoming Prone on Ice Surfaces.
 
[Review for revision]
[Review for revision]
 
{| class="wikitable mw-collapsible"
===[[Frostbite (Condition)|Frostbite]]===
|+
[Placeholder]
!Name
 
!Surface Description
===[[Frozen (Condition)|Frozen]]===
!Special Cold Factors
[Placeholder]
|-
 
|[Image Pending] Ice Cloud
===[[Prone (Condition)|Prone]]===
|
[Placeholder]
|
 
|-
===[[Ray of Frost (Condition)|Ray of Frost]]===
|{{IconLink|size=50|Ice Surface Icon.png|Ice Surface|Ice Surface}}
[Placeholder]
|
 
|
===[[Wet (Condition)|Wet]]===
|-
[Placeholder]
|{{IconLink|size=50|Steam Cloud Icon.png|Steam Cloud|Steam Cloud}}
 
|
==Surfaces==
|
[Placeholder]
|-
 
|{{IconLink|size=50|Water Surface Icon.png|Water Surface|Water Surface}}
===Ice Cloud===
|
|
|}


===[[Ice Surface]]===
===[[Ice Surface]]===
Ice Surface is the signature Surface of {{DamageType|Cold}} damage being directly created by many {{DamageType|Cold}} spells with area effects. Ice Surfaces can also be created by Blood and Water Surfaces when they, or a target standing in them, are hit by a {{DamageType|Cold}} damage or another Ice Surface is created that connects to them.
Ice Surface are the signature Surface of {{DamageType|Cold}} damage being directly created by many {{DamageType|Cold}} spells with area effects. Ice Surfaces can also be created by Blood and Water Surfaces when they, or a target standing in them, are hit by a {{DamageType|Cold}} damage or another Ice Surface is created that connects to them.


Ice Surfaces cause Targets to make Dexterity Saving Throws to avoid becoming [[Prone (Condition)|Prone]]. Prone targets are more open to attack and attacks made within melee range role with Advantage.
Ice Surfaces cause Targets to make Dexterity Saving Throws to avoid becoming [[Prone (Condition)|Prone]]. Prone targets are more open to attack and attacks made within melee range role with Advantage.
Line 893: Line 924:


[Review for revision]
[Review for revision]
=== Water Surface ===

Revision as of 09:09, 28 August 2023

Cold Damage Icon

Damage TypesCold damage is an elemental Damage Type available in Baldur's Gate 3. Damage TypesCold damage is available through select Spells and Items. Targets in Baldur's Gate 3 may have Vulnerabilities, Resistances, and Immunities to certain Damage Types that affect how much damage they receive from such sources.

Damage TypesCold damage has an association with conditions and effects that interfere with ground movement, particularly Ice Surfaces, that makes it valuable to disrupt moving Targets. The conditions and effects of Damage TypesCold damage often run counter to those related to Damage TypesFire damage.

*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.

[Review for revision]

Equipment

Equipment Icon

Traveling across the Sword's Coast in Baldur's Gate 3 players will be able to find many unique pieces of equipment to aid them in combat. From weapons to armors, arrows to potions, bottled water to barrels of explosive smokepowder, the equipment you can discover can drastically change the way players approach and handle conflict. More so, many pieces of equipable gear offer unique modifiers and effects that enable players to inflict Damage TypesCold damage, or impact their actions and afflicted damage with greater abilities.

Below are tables listing the known equipment that inflict and/or impact the Damage TypesCold damage players can deal, their base Damage TypesCold damage, and Damage TypesCold modifiers and effects.

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

Creates Ice Surface

Cold Snap Icon Cold Snap Daggers 1d4 (1~4)Damage TypesCold 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 Icon Flail of Ages Flails 1d4 (1~4)Damage TypesCold*
  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 D4 Slashing.png 1d4 damage depending on the elemental age selected (i.e. Damage TypesCold).
  2. Depending on the kind of damage chosen from Elemental Age (i.e. Damage TypesCold), 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 Icon Frost Prince Amulets 2d6 (2~12)Damage TypesCold* Cast Level 1 Ice Knife spell, once per Long Rest Standard effects of Ice Knife spell.
Mourning Frost Icon Mourning Frost Quarterstaves 1d4 (1~4)Damage TypesCold

1d8 (1~8)Damage TypesCold*

  1. Heart of Ice effect
  2. Insidious Cold effect
  3. Cast Ray of Frost cantrip
  1. When dealing Damage TypesCold damage, the wielder deals an additional 1Damage TypesCold damage.
  2. Dealing Damage TypesCold damage with a spell possibly inflicts Chilled upon the Target.
  3. Standard effect of Ray of Frost cantrip.
Ring of Elemental Infusion Icon Ring of Elemental Infusion Rings 1d4 (1~4)Damage TypesCold* Elemental Infusion effect After dealing Elemental damage (i.e. Damage TypesCold) using a spell or cantrip, until the end of your next turn, you deal an additional D4 Slashing.png 1d4 of that element on a successful weapon attack.
Snow-Dusted Monastery Gloves Icon Snow-Dusted Monastery Gloves Gloves 1d4 (1~4)Damage TypesCold*

2d6 (2~12)Damage TypesCold*

  1. Chilling Strike effect
  2. Cast Ice Knife spell
  1. Your unarmed attacks deal an additional 1d4 (1~4)Damage TypesCold damage.
  2. Standard effects of Ice Knife spell.
[Image Pending] Wavemother's Sickle Sickle 1d4 (1~4)Damage TypesCold Watery Guidance effect This weapon has Advantage against Wet Targets.
* Damage is indicative of unlocked spell/effects, not the base gear
Gear that Impacts Damage TypesCold Damage
Name Item Type Unlocks Special Damage TypesCold Factors
Amulet of Elemental Torment Icon 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 Icon Boots of Elemental Momentum Boots Elemental Momentum effect Whenever the wearer deals Elemental damage (i.e. Damage TypesCold) with spells or cantrips, they gain Momentum for 2 turns.
Cloak of Elemental Absorption Icon Cloak of Elemental Absorption Cloaks Absorb Elements action, once per Short Rest Take half damage from the next Elemental damage (i.e. Damage TypesCold) attack targeting you, and deal an additional D6 Slashing.png 1d6 of that element type on your next attack.
Cloak of the Weave Icon Cloak of the Weave Cloaks Absorb Elements action, once per Short Rest Take half damage from the next Elemental damage (i.e. Damage TypesCold) attack targeting you, and deal an additional D6 Slashing.png 1d6 of that element type on your next attack.
Coldbrim Hat Icon 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 Icon Darkfire Shortbow Shortbows
  1. Resistance to Damage TypesCold damage
  2. Resistance to Damage TypesFire damage
  3. Cast Haste spell, once per Long Rest
3. Standard effects of Haste spell.
Elixir of Cold Resistance Icon Elixir of Cold Resistance Potions

Elixirs

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

Creates Water Surface

Gives Wet condition

Water Barrel Icon Water Barrel
Wavemother Robe Icon 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 Damage TypesFire and Damage TypesCold Damage.
  2. If the wearer is standing in a Water Surface at the start of their turn, they heal for D4 Healing.png 1d4 Hit Points. [Ice Surfaces melt into Water Surfaces]
  3. Standard effects of Create or Destroy Water spell.
Winter's Clutches Icon Winter's Clutches Gloves Winter's Clutches effect When the wearer deals Damage TypesCold damage, inflict 2 turns of Encrusted with Frost upon the Target(s).

Actions

Action Resource Icon

Actions are the primary interaction options players can make in Baldur's Gate 3. Everything from weapon attacks, casting spells, crouching to hide, or throwing enemies headfirst at their allies are potential actions that can be made during one's turn. Selecting your actions is important to determine how you handle the immediate situation, and even set up conditions to benefit yourself later. Many of these actions are poised to directly inflict Damage TypesCold damage; or impact the environment, nature of your attacks, and conditions your Targets will face.

Below are tables listing the known actions that inflict and/or impact the Damage TypesCold damage players can deal, their base Damage TypesCold damage, and Damage TypesCold modifiers and effects.

Damage TypesCold Actions
Equipment Icon
The equipment you select in Baldur's Gate 3 affords players distinct actions, dependent on your proficiency with the weapon type, or by equipping unique one-of-a-kind items. Below are actions unlocked by such equipment that inflict or impact Damage TypesCold damage.
Equipment Actions
Name Base Damage TypesCold Damage Special Damage TypesCold Factors Source
Absorb Elements Icon Absorb Elements 1d6 (1~6)Damage TypesCold* Take half damage from the next Elemental damage (i.e. Damage TypesCold) attack targeting you, and deal an additional D6 Slashing.png 1d6 of that element type on your next attack.

Once per Short Rest

Cloak of Elemental Absorption

Cloak of the Weave

Frigid Blade Icon Frigid Blade Deal weapon Proficiency bonus as Damage TypesCold damage Applies Frostbite condition on attack hit Allandra's Whelm
Frost of Dark Winter Icon Frost 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
Miscellaneous Actions
Name Base Cold Damage AOE Saving Throw Special Cold Factors Source
Frost Breath Icon Frost Breath 2d6 (2~12)Damage TypesCold Constitution: Halve Once per Long Rest Dragonborn race, Silver or White Subrace
Rage: Bear Heart Icon Rage: Bear Heart N/A Gives Resistance to all Damage Types (i.e.Damage TypesCold) except Psychic.

10 turn duration

Level 3 Barbarian, Wildheart
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.Damage TypesCold) to diversify their attacks and offer immense variations to their playstyle.
Monk Actions
Name Ki Points Bast Damage TypesCold Damage AOE Saving Throw Icon Saving Throw Special Damage TypesCold Factors
Blade of Rime Icon Blade of Rime 2 2d6 (2~12)Damage TypesCold Dexterity: Negate Creates Ice Surface

Identical to Ice Knife

Chill of the Mountain Icon Chill of the Mountain 1 1d10 (1~10)Damage TypesCold 2d10 (2~20)Damage TypesCold* Monk version of Ray of Frost

Damage upcast at Monk Level 9

Shaping of the Ice Shaping 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
Spell Slot Icon
Spells serve as a core aspect for combat, exploration, and interaction in Baldur's Gate 3. Spells offer the ability to easily switch between damage types (i.e. Damage TypesCold), and attacks/effects against Targets from a distance and in various ways. Except cantrips, out of combat Ritual spells, or spells achieved through Spell Scrolls all spells will consume the Spell Slot resource.

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. This makes it extremely valuable, and potentially easy, to prepare companions ahead of time to cooperate their abilities and spells towards common goals.

Spells that Inflict/Impact Damage TypesCold Damage
Name Spell Level Base Damage TypesCold Damage Upcast Damage TypesCold Damage Concentration AOE Saving Throw IconSaving Throw Special Damage TypesCold Factors
Armour of Agathys Icon Armour of Agathys 1 5Damage TypesCold* 5Damage TypesCold* Damage inflicted upon being melee attacked
Chromatic Orb: Cold Icon Chromatic Orb: Cold 1 2d8 (2~16)Damage TypesCold 1d8 (1~8)Damage TypesCold Creates Ice Surface
Cone of Cold Icon Cone of Cold 5 8d8 (8~64)Damage TypesCold 1d8 (1~8)Damage TypesCold Constitution: Halve
Conjure Elemental: Water Elemental Conjure 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 Myrmidon Conjure Elemental: Water Myrmidon 6
Conjure Minor Elementals: Ice Mephits Conjure Minor Elemental: Ice Mephits 4 Summons 2 Ice Mephits
Elemental Weapon: Cold Icon Elemental Weapon: Cold 3 1d4 (1~4)Damage TypesCold* N/A Damage added to weapon attack roles

+1 bonus to weapon attack roles

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

10 Turn Duration

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

10 turn duration

Ice Knife Icon Ice Knife 1 2d6 (2~12)Damage TypesCold 1d6 (1~6)Damage TypesCold Dexterity: Negate Creates Ice Surface

Identical to Monk Ki spell, Blade of Rime

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

Damage upcast added at Spellcaster Level 5 and again at 10

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

Interrupts Concentration

10 turn duration

Wall of Ice Icon Wall of Ice 6 10d6 (10~60)Damage TypesCold N/A Dexterity: Halve Initial damage to enemies in spell path

Upon wall destruction leaves Ice Cloud

Breaking concentration destroys wall

10 turn duration

* Damage is indicative of effects, not the base spell
Summoned Creature Icon
There are numerous useful creatures players can summon to assist them in combat by inflicting damage, aiding allies, applying conditions, or changing the Surfaces of the battlefield. The elemental summons stand as the most iconic and accessible summons players can bring forth, and those that deal and interact with Damage TypesCold damage are listed below with their unique actions.
Summoned Elemental Actions
Ice Mephits Icon
The Ice Mephit is the first and weakest Damage TypesCold damage dealing elemental summon in Baldur's Gate 3. Brought forth through the Level 4 spell, Conjure Minor Elemental: Ice Mephits. The Ice Mephit is a useful ally in combat being able to attack and distract enemies, create Ice Surfaces, and inflicting damage even in death. 2 Ice Mephits are summoned at a time, conflict with any other entities summoned through Conjure Minor Elemental, do not conflict with entities summoned through Conjure Elemental, and persists until death or Long Rest.
Ice Mephit Cold Actions
Name Base Cold Damage AOE Saving Throw Icon Saving Throw Special Cold Factors
[Image Pending] Freezing Claws 2d6 (2~12)Damage TypesCold
Chromatic Orb: Cold Icon Chromatic Orb: Cold 2d8 (2~16)Damage TypesCold Creates Ice Surface
[Image Pending] Ice Breath 2d6 (2~12)Damage TypesCold Dexterity: Halve Once per turn
Death Burst: Cold Icon Death Burst: Cold 4d6 (4~24)Damage TypesCold Dexterity: Halve Kills Ice Mephit
Death Burst: Cold (Auto) Icon Death Burst: Cold (Auto) 2d6 (2~12)Damage TypesCold Dexterity: Halve Automatically activates upon natural death
Water Elemental Icon
The Water Elemental is the second Damage TypesCold damage dealing elemental summon in Baldur's Gate 3. Brought forth through the Level 5 spell, Conjure Elemental: Water Elemental. The Water Elemental is a strong ally in combat applying, and exploiting, Conditions on Targets and creating plenty of Surfaces for battlefield management. 1 Water Elemental is summoned at a time, conflicts with any other entities summoned through Conjure Elemental, and 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)Damage TypesCold Inflicts Chilled for 2 turns

Creates Water Surface

Winter's Breath Icon Winter's Breath 4d6 (4~24)Damage TypesCold2d6 (2~12)Damage TypesCold* Burning Targets take additional Damage TypesCold damage, and become Brittle for 3 turns

Creates Ice Surface

Multiattack: Water Icon Multiattack: (Water) 2d4 (2~8)Damage TypesCold2d4 (2~8)Damage TypesCold 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 Damage TypesCold damage dealing elemental summon in Baldur's Gate 3. Brought forth through the Level 6 spell, Conjure Elemental: Water Myrmidon. The Water Myrmidon can be a costly ally to summon using the valuable 6th level spell slot, but offers great strength and utility in combat. 1 Water Myrmidon is summoned at a time, conflicts with any other entities summoned through Conjure Elemental, and 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 Icon Trident of the Depths 1d6 (1~6)Damage TypesCold
[Image Pending] Hiemal Strike 1d6 (1~6)Damage TypesCold 1d10 (1~10)Damage TypesCold Inflicts 2 turns of Chilled
[Image Pending] Explosive Icicle 3d8 (3~24)Damage TypesCold3d8 (3~24)Damage TypesCold 3d8 (3~24)Damage TypesCold Once per turn

3 targetable attacks

[Image Pending] Healing Vapours N/A Creates Water Surface

Only available in combat

Effects

Effects Icon

Progressing through Baldur's Gate 3 players will earn impressive powers through gear and unlock significant features by leveling up. These aspects can be regarded as effects, that alter how the player's actions play out in combat, exploration, and interaction. From offering or ignoring damage Resistances, inflicting or immunizing against particular effects, increasing damage or providing healing, effects are major changes to how players fight.

The effects that directly concern Damage TypesCold damage and behavior are listed below with their descriptions.

Damage TypesCold Effects
Features will remain permanently active on the player upon unlock (barring things such as class respec).
Features that Impact Damage TypesCold Damage
Name Effect Description Source
Animal Aspect Crocodile Icon Animal Aspect: 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 Icon Draconic Ancestry You have Resistance to a particular damage type depending on your Dragonborn subrace (i.e. Silver & White Dragons are Damage TypesCold). Dragonborn Race
Draconic Ancestry White Icon
Elemental Adept Cold Icon Elemental Adept: Cold Your spells ignore Resistance to Damage TypesCold. When you cast Damage TypesCold spells you cannot role a 1. Feat
Elemental Affinity Damage Icon Elemental Affinity: Damage When you cast a spell that deals damage of the type associated with your draconic ancestry (i.e. Silver & White Dragons are Damage TypesCold), you add your Charisma modifier to the damage. Level 6 Sorcerer, Draconic Bloodline
Elemental Affinity Resistance Icon Elemental Affinity: Resistance When you cast a spell that deals damage of the type associated with your draconic ancestry (i.e. Silver & White Dragons are Damage TypesCold), you can spend one Sorcerery Point to gain Resistance to that damage type. Level 6 Sorcerer, Draconic Bloodline
Fiendish Resilience Icon Fiendish Resilience Choose a damage type (i.e. Damage TypesCold) to become Resistant to, you can change this each Short Rest. Level 10 Warlock Fiend
Wasteland Wanderer Cold Icon Wasteland Wanderer: Cold Resistance to Damage TypesCold 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 Damage TypesCold 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)Damage TypesCold 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

Damage TypesCold spells deal additional Damage TypesCold damage equal to your Proficiency Bonus.

Resistance to Damage TypesCold 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. Damage TypesCold), add your Spellcasting Modifier to the damage dealt. Necklace of Elemental Augmentation
Elemental Infusion After dealing Elemental damage (i.e. Damage TypesCold) using a spell or cantrip, until the end of your next turn, you deal an additional D4 Slashing.png 1d4 of that element on a successful weapon attack. Ring of Elemental Infusion
Elemental Momentum Whenever the wearer deals Elemental damage (i.e. Damage TypesCold) 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. Damage TypesCold), your attack also inflicts a related condition (i.e. Chilled). Flail of Ages
Heart of Ice When dealing Damage TypesCold damage, the wielder deals an additional 1Damage TypesCold damage. Mourning Frost
Hoarfrost Balance You cannot fall prone while traversing Ice Surfaces. Hoarfrost Boots
Insidious Cold Dealing Damage TypesCold 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 Damage TypesCold damage, they also create an Ice Surface around the Target(s). Snowburst Ring
Temperature Adjustment Wearer has Resistance to Damage TypesFire and Damage TypesCold 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 D4 Healing.png 1d4 Hit Points. [Ice Surfaces melt into Water Surfaces] Wavemother's Robe
Winter's Clutches When the wearer deals Damage TypesCold damage, inflict 2 turns of Encrusted with Frost upon the Target(s). Winter's Clutches

Conditions

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 Damage TypesCold damage have been compiled here with their descriptions and relevance to Damage TypesCold damage.

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

Targets have Disadvantage Icon.png Disadvantage on Dexterity Saving throws. Removed by Burning Burning.

Can apply Frozen FrozenCan inflict Damage TypesCold damage

Targets have Disadvantage Icon.png Disadvantage on Dexterity Saving throws, making it easier to become Prone Prone.

Frostbite Frostbite Targets hit by Damage TypesCold damage receive an additional 1Damage TypesCold for every turn of Frostbite remaining. Increases Damage TypesCold damage received on every Damage TypesCold attack
Frozen Frozen Target is trapped in ice and cannot perform Actions or Reactions. If Target recieves Damage TypesBludgeoning, Damage TypesThunder, or Damage TypesForce damage the condition ends.

While Frozen Target becomes Vulnerable to Damage TypesBludgeoning, Damage TypesThunder, and Damage TypesForce damage.

Applied by 7 turns of Encrusted with Frost Encrusted with Frost
Prone Prone 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 Icon.png Advantage when made within 3 m / 10 ft, and Prone Target's have Disadvantage Icon.png Disadvantage on Strength and Dexterity 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 Frost Ray of Frost Reduces Target movement speed by 3 m / 10 ft.

Only applied by Ray of Frost cantrip.

Reduces Target's movement speed
Wet Wet Target becomes immune to Burning Burning and has Resistance to Damage TypesFire damage for the duration.

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

Vulnerable Targets take double Damage TypesCold damage

Surfaces

[Review for revision]

Name Surface Description Special Cold Factors
[Image Pending] Ice Cloud
Ice Surface Ice Surface
Steam Cloud Steam Cloud
Water Surface Water Surface

Ice Surface

Ice Surface are the signature Surface of Damage TypesCold damage being directly created by many Damage TypesCold spells with area effects. Ice Surfaces can also be created by Blood and Water Surfaces when they, or a target standing in them, are hit by a Damage TypesCold damage or another Ice Surface is created that connects to them.

Ice Surfaces cause Targets to make Dexterity Saving Throws to avoid becoming Prone. Prone targets are more open to attack and attacks made within melee range role with Advantage.

[Review for revision]

Steam Cloud

Steam Cloud is a valuable Surface to inflict the Wet Status on Targets making it highly useful when dealing Damage TypesCold damage. Steam Clouds can be created by igniting Water Surfaces with Damage TypesFire damage. Water Surfaces naturally form from Ice Surfaces that melt after 2 Rounds or after being hit by Damage TypesFire damage.

[Review for revision]