Cold damage is an elemental Damage Type available in Baldur's Gate 3. Cold 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.
Cold 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 Cold damage often run counter to those related to Fire 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
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 Cold damage, or impact their actions and afflicted damage with greater abilities.
Below are tables listing the known equipment that inflict and/or impact the Cold damage players can deal, their base Cold damage, and Cold modifiers and effects.
Cold Gear
Gear that Inflicts Cold Damage
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Name
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Item Type
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Base Cold Damage
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Enables Spell
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Unlocks
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Special Cold Factors
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Allandra's Whelm
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Tridents
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1d4 (1~4)Cold
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Frigid Blade weapon action, once per Short Rest
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Frigid Blade applies Frostbite condition on attack hit, and deals weapon Proficiency bonus as Cold damage.
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Arrow of Ice
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Arrows
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2d4 (2~8)Cold
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Arrows are consumed upon use
Creates Ice Surface
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Cold Snap
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Daggers
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1d4 (1~4)Cold
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Chilling Counter effect
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When a Target misses you with an attack it must make a Constitution Saving Throw of be Chilled for 2 turns.
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Flail of Ages
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Flails
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1d4 (1~4)Cold*
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✓
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- Cast Elemental Age spell, once per Long Rest
- Elements of an Epoch effect
- Tenacity effect
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- +1 Bonus to weapon attack roles, and an additional 1d4 damage depending on the elemental age selected (i.e. Cold).
- Depending on the kind of damage chosen from Elemental Age (i.e. Cold), your attack also inflicts a related condition (i.e. Chilled).
- When you miss a main hand attack, you deal 1 bludgeoning damage anyways.
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Frost Prince
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Amulets
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2d6 (2~12)Cold*
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✓
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Cast Level 1 Ice Knife spell, once per Long Rest
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Standard effects of Ice Knife spell.
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Mourning Frost
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Quarterstaves
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1d4 (1~4)Cold
1d8 (1~8)Cold*
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✓
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- Heart of Ice effect
- Insidious Cold effect
- Cast Ray of Frost cantrip
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- When dealing Cold damage, the wielder deals an additional 1Cold damage.
- Dealing Cold damage with a spell possibly inflicts Chilled upon the Target.
- Standard effect of Ray of Frost cantrip.
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Ring of Elemental Infusion
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Rings
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1d4 (1~4)Cold*
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|
Elemental Infusion effect
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After dealing Elemental damage (i.e. Cold) 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.
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Snow-Dusted Monastery Gloves
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Gloves
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1d4 (1~4)Cold*
2d6 (2~12)Cold*
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✓
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- Chilling Strike effect
- Cast Ice Knife spell
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- Your unarmed attacks deal an additional 1d4 (1~4)Cold damage.
- Standard effects of Ice Knife spell.
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[Image Pending]
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Wavemother's Sickle
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Sickle
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1d4 (1~4)Cold
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Watery Guidance effect
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This weapon has Advantage against Wet Targets.
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* Damage is indicative of unlocked spell/effects, not the base gear
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Gear that Impacts Cold Damage
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Name
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Item Type
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Unlocks
|
Special Cold Factors
|
|
Amulet of Elemental Torment
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Amulets
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Nature's Vengeance effect
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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).
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Boots of Elemental Momentum
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Boots
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Elemental Momentum effect
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Whenever the wearer deals Elemental damage (i.e. Cold) with spells or cantrips, they gain Momentum for 2 turns.
|
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Cloak of Elemental Absorption
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Cloaks
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Absorb Elements action, once per Short Rest
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Take half damage from the next Elemental damage (i.e. Cold) attack targeting you, and deal an additional 1d6 of that element type on your next attack.
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Cloak of the Weave
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Cloaks
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Absorb Elements action, once per Short Rest
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Take half damage from the next Elemental damage (i.e. Cold) attack targeting you, and deal an additional 1d6 of that element type on your next attack.
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Coldbrim Hat
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Hats
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Coldbrim Chill effect
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Once per turn, any condition inflicted on a (single) target also applies 2 turns of Encrusted with Frost.
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Darkfire Shortbow
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Shortbows
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- Resistance to Cold damage
- Resistance to Fire damage
- Cast Haste spell, once per Long Rest
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3. Standard effects of Haste spell.
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Elixir of Cold Resistance
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Potions
Elixirs
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Resistance to Cold damage
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Can be thrown to act as an AOE
Does not stack with other Elixirs
Lasts until Long Rest
Potions are consumed upon use
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Hoarfrost Boots
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Boots
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Hoarfrost Balance effect
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You cannot fall prone while traversing Ice Surfaces.
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Icebite Robe
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Clothing
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- Resistance to Cold damage
- Cast Armour of Agathys, once per Long Rest
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2. Standard effect of a Level 3 Armour of Agathys spell.
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Necklace of Elemental Augmentation
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Amulets
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Elemental Augmentation effect
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When one of your cantrips deals Elemental damage (i.e. Cold), add your Spellcasting Modifier to the damage dealt.
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Rain Dancer
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Quarterstaves
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Cast Create Water, once per Short Rest
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Standard effects of Create Water spell.
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Robe of Summer
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Clothing
|
Resistance to Cold damage
|
|
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Snowburst Ring
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Rings
|
Snowburst effect
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When the wearer deals Cold damage, they also create an Ice Surface around the Target(s).
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Trident of the Waves
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Tridents
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The Water Caller effect
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On a hit, create a Water Surface centered on the Target.
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Water
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Consumables
|
|
Consumables are consumed upon use.
Creates Water Surface
Gives Wet condition
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Water Barrel
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Wavemother's Robe
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Clothing
|
- Temperature Adjustment effect
- Watery Rejuvenation effect
- Cast Create or Destroy Water, once per Short Rest
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- Wearer has Resistance to Fire and Cold Damage.
- 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]
- Standard effects of Create or Destroy Water spell.
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Winter's Clutches
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Gloves
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Winter's Clutches effect
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When the wearer deals Cold damage, inflict 2 turns of Encrusted with Frost upon the Target(s).
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Actions
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 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 Cold damage players can deal, their base Cold damage, and Cold modifiers and effects.
Cold Actions
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 Cold damage.
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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.Cold) to diversify their attacks and offer immense variations to their playstyle.
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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. Cold), 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.
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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 Cold damage are listed below with their unique actions.
Summoned Elemental Actions
The Ice Mephit is the first and weakest 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.
Ice Mephit Cold Actions
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Name
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Base Cold Damage
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AOE
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Saving Throw
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Special Cold Factors
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[Image Pending]
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Freezing Claws
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2d6 (2~12)Cold
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|
|
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Chromatic Orb: Cold
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2d8 (2~16)Cold
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✓
|
|
Creates Ice Surface
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[Image Pending]
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Ice Breath
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2d6 (2~12)Cold
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Dexterity: Halve
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Once per turn
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Death Burst: Cold
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4d6 (4~24)Cold
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✓
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Dexterity: Halve
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Kills Ice Mephit
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Death Burst: Cold (Auto)
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2d6 (2~12)Cold
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✓
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Dexterity: Halve
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Automatically activates upon natural death
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The Water Elemental is the second 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.
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The Water Myrmidon is the third and most powerful Cold 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.
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Effects
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 Cold damage and behavior are listed below with their descriptions.
Cold Effects
Features will remain permanently active on the player upon unlock (barring things such as class respec).
Features that Impact Cold Damage
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Name
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Effect Description
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Source
|
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Animal Aspect: Crocodile
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On slippery surfaces (i.e. Ice Surface) you have Advantage on Saving Throws against being knocked prone.
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Level 6 Barbarian Wildheart
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Draconic Ancestry
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You have Resistance to a particular damage type depending on your Dragonborn subrace (i.e. Silver & White Dragons are Cold).
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Dragonborn Race
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|
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Elemental Adept: Cold
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Your spells ignore Resistance to Cold. When you cast Cold spells you cannot role a 1.
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Feat
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Elemental Affinity: Damage
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When you cast a spell that deals damage of the type associated with your draconic ancestry (i.e. Silver & White Dragons are Cold), you add your Charisma modifier to the damage.
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Level 6 Sorcerer, Draconic Bloodline
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Elemental Affinity: Resistance
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When you cast a spell that deals damage of the type associated with your draconic ancestry (i.e. Silver & White Dragons are Cold), you can spend one Sorcerery Point to gain Resistance to that damage type.
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Level 6 Sorcerer, Draconic Bloodline
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Fiendish Resilience
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Choose a damage type (i.e. Cold) to become Resistant to, you can change this each Short Rest.
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Level 10 Warlock Fiend
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Wasteland Wanderer: Cold
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Resistance to Cold damage.
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Ranger Natural Explorer
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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).
Gear Effects that Impact Cold 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
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Chilling Strike
|
Your unarmed attacks deal an additional 1d4 (1~4)Cold 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
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Conduit of Kereska's Ice
|
Cast Cone of Cold and Ice Storm, once per Short Rest
Cold spells deal additional Cold damage equal to your Proficiency Bonus.
Resistance to Cold 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. Cold), add your Spellcasting Modifier to the damage dealt.
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Necklace of Elemental Augmentation
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Elemental Infusion
|
After dealing Elemental damage (i.e. Cold) 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.
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Ring of Elemental Infusion
|
Elemental Momentum
|
Whenever the wearer deals Elemental damage (i.e. Cold) with spells or cantrips, they gain Momentum for 2 turns.
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Boots of Elemental Momentum
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Elements of an Epoch
|
Depending on the kind of damage chosen from Elemental Age (i.e. Cold), your attack also inflicts a related condition (i.e. Chilled).
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Flail of Ages
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Heart of Ice
|
When dealing Cold damage, the wielder deals an additional 1Cold damage.
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Mourning Frost
|
Hoarfrost Balance
|
You cannot fall prone while traversing Ice Surfaces.
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Hoarfrost Boots
|
Insidious Cold
|
Dealing Cold damage with a spell possibly inflicts Chilled upon the Target.
|
Mourning Frost
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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 Cold damage, they also create an Ice Surface around the Target(s).
|
Snowburst Ring
|
Temperature Adjustment
|
Wearer has Resistance to Fire and Cold Damage.
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Wavemother's Robe
|
The Water Caller
|
On a hit, create a Water Surface centered on the Target.
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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]
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Wavemother's Robe
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Winter's Clutches
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When the wearer deals Cold damage, inflict 2 turns of Encrusted with Frost upon the Target(s).
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Winter's Clutches
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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 Cold damage have been compiled here with their descriptions and relevance to Cold damage.
Conditions related toCold Damage
Name
|
Condition Description
|
Special Cold Factors
|
Chilled
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Target becomes Vulnerable to Cold damage, and Resistant to Fire damage
|
Vulnerable Targets take double Cold damage
|
Encrusted with Frost
|
If there are 7 or more turns remaining Targets must succeed a Constitution Saving throw, or take 1d4 (1~4)Cold damage and become Frozen. If Target succeeds a Saving throw they take half damage and lose Encrusted with Frost.
Targets have Disadvantage on Dexterity Saving throws.
Removed by Burning.
|
Can apply FrozenCan inflict Cold damage
Targets have Disadvantage on Dexterity Saving throws, making it easier to become Prone.
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Frostbite
|
Targets hit by Cold damage receive an additional 1Cold for every turn of Frostbite remaining.
|
Increases Cold damage received on every Cold attack
|
Frozen
|
Target is trapped in ice and cannot perform Actions or Reactions. If Target recieves Bludgeoning, Thunder, or Force damage the condition ends.
While Frozen Target becomes Vulnerable to Bludgeoning, Thunder, and Force damage.
|
Applied by 7 turns of Encrusted with Frost
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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 when made within 3 m / 10 ft, and Prone Target's have Disadvantage on Strength and Dexterity Saving throws.
Targets break Concentration when becoming Prone. While Prone they cannot perform Actions, Bonus actions, or Reactions.
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Caused by Ice Surfaces
Consumes half a Target's movement speed
|
Ray of Frost
|
Reduces Target movement speed by 3 m / 10 ft.
Only applied by Ray of Frost cantrip.
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Reduces Target's movement speed
|
Wet
|
Target becomes immune to Burning and has Resistance to Fire damage for the duration.
Target becomes Vulnerable to Cold and Lightning damage for the duration.
This condition also washes away blood and grime that appears on the player character.
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Vulnerable Targets take double Cold damage
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Surfaces
[Review for revision]
Ice Surface are the signature Surface of Cold damage being directly created by many 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 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. Prone targets are more open to attack and attacks made within melee range role with Advantage.
[Review for revision]
Steam Cloud is a valuable Surface to inflict the Wet Status on Targets making it highly useful when dealing Cold damage. Steam Clouds can be created by igniting Water Surfaces with Fire damage. Water Surfaces naturally form from Ice Surfaces that melt after 2 Rounds or after being hit by Fire damage.
[Review for revision]