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{{Stub}}
[[File:GenericIcon DamageType Cold.png|alt=Cold Damage Icon|right|frameless|144x144px]]
{{DamageType|Cold}} damage is an elemental [[Damage Types|Damage Type]] available in Baldur's Gate 3. Representative of the aspects of chill, ice, and water{{DamageType|Cold}} damage often serves as a counter to {{DamageType|Fire}} damage. {{DamageType|Cold}} has a strong association with conditions and effects that reduce Targets ground movement speed making it very useful for manipulating the environment of a battlefield and impeding melee attackers.


[[File:Cold Damage Icon.png|alt=Cold Damage Icon|right|frameless]]
<small><sup>*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.</sup></small>
{{DamageType|Cold}} damage is a non-physical, elemental magic, [[Damage Types|Damage Type]] available in Baldur's Gate 3. {{DamageType|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.


==Equipment ==
[[File:Equipment Icon.png|alt=Equipment Icon|left|frameless|25x25px]]
Many pieces of equipable gear offer unique modifiers and effects that enable players to inflict {{DamageType|Cold}} damage, or impact the damage and effects they inflict with greater abilities. 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.


 
=== Gear that Inflicts Cold Damage===
{{DamageType|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 {{DamageType|Cold}} damage often run counter to those related to {{DamageType|Fire}} damage.
{| class="wikitable mw-collapsible" style="width: 100%;"
 
! colspan="7" | Gear that Inflicts Cold Damage
<small><sup>*Given the extensive support for Ice Surfaces they, and aspects interacting with them, will be treated as factors of Cold Damage for this page.</sup></small>
|-
 
!Image
== Equipment ==
!Name
{| class="wikitable"
|+Gear that inflicts Cold damage
!
!Item Type
!Item Type
!Base Cold Damage
!Base {{DamageType|Cold}} Damage
!Enables Spell
! Enables Spell
!Special Cold Factors
!Unlocks
! Special {{DamageType|Cold}} Factors
|-
|-
|[[File:Allandra's Whelm Icon.png|alt=Allandra's Whelm Icon|frameless|100x100px]]
|[[Allandra's Whelm]]
|[[Allandra's Whelm]]
|Tridents  
|Tridents
|{{DamageText|1d4 (1~4)|Cold}}  
|{{DamageText|1d4 (1~4)|Cold}}
|
|
| Enables [[Frigid Blade]] weapon action once per Short Rest
|[[Frigid Blade]] weapon action, once per Short Rest
|Frigid Blade applies [[Frostbite (Condition)|Frostbite]] condition on attack hit, and deals weapon Proficiency bonus as {{DamageType|Cold}} damage.
|-
|-
|[[File:Arrow of Ice Icon.png|alt=Arrow of Ice Icon|frameless|100x100px]]
|[[Arrow of Ice]]
|[[Arrow of Ice]]
|Arrows
|Arrows
|{{DamageText|2d4 (2~8)|Cold}}
|{{DamageText|2d4 (2~8)|Cold}}
|
|
|Creates Ice Surface
|
|Arrows are consumed upon use
Creates Ice Surface
|-
|-
|[[File:Dagger PlusTwo Icon.png|alt=Cold Snap Icon|frameless|100x100px]]
|[[Cold Snap]]
|[[Cold Snap]]
|Daggers  
|Daggers
|{{DamageText|1d4 (1~4)|Cold}}
|{{DamageText|1d4 (1~4)|Cold}}
|
|
|Enables 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.
|-
|-
|[[File:Flail of Ages Icon.png|alt=Flail of Ages Icon|frameless|100x100px]]
|[[Flail of Ages]]
|Flails
|{{DamageText|1d4 (1~4)|Cold}}*
|✓
|
#Cast [[Elemental Age]] spell, once per Long Rest
#Elements of an Epoch 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}}).
#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.
|-
|[[File:Uncovered Mysteries Icon.png|alt=Frost Prince Icon|frameless|100x100px]]
|[[Frost Prince]]
|[[Frost Prince]]
|Amulets
| Amulets
|{{DamageText|2d6 (2~12)|Cold}} *
|{{DamageText|2d6 (2~12)|Cold}}*
|✓  
| ✓
|Enables Level 1 cast Ice Knife spell once per Long Rest
|Cast Level 1 [[Ice Knife]] spell, once per Long Rest
|Standard effects of Ice Knife spell.
|-
|-
|[[Mourning Frost]]  
|[[File:Mourning Frost Icon.png|alt=Mourning Frost Icon|frameless|100x100px]]
|[[Mourning Frost]]
|Quarterstaves
|Quarterstaves
| {{DamageText|1d4 (1~4)|Cold}}
|{{DamageText|1d4 (1~4)|Cold}}  
{{DamageText|1d8 (1~8)|Cold}} *
{{DamageText|1d8 (1~8)|Cold}}*
|✓
|✓
|Enables Heart of Ice effect
|
Enables Insidious Cold effect
#Heart of Ice effect
 
#Insidious Cold effect
Enables cast Ray of Frost cantrip
#Cast [[Ray of Frost]] cantrip
|
#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.
# Standard effect of Ray of Frost cantrip.
|-
|-
|[[File:Ring of Elemental Infusion Icon.png|alt=Ring of Elemental Infusion Icon|frameless|100x100px]]
|[[Ring of Elemental Infusion]]
|[[Ring of Elemental Infusion]]
|Rings
|Rings  
|{{DamageText|1d4 (1~4)|Cold}} *
|{{DamageText|1d4 (1~4)|Cold}}*
|
|
|Enables Elemental Infusion effect
|Elemental Infusion effect
|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.
|-
|-
|[[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}}*
|✓
|✓
|Enables Chilling Strike effect
|
Enables cast Ice Knife spell
# Chilling Strike effect
#Cast [[Ice Knife]] spell
|
#Your unarmed attacks deal an additional {{DamageText|1d4 (1~4)|Cold}} damage.
# Standard effects of Ice Knife spell.
|-
|[Image Pending]
|[[Wavemother's Sickle]]
|Sickle
|{{DamageText|1d4 (1~4)|Cold}}
|
|Watery Guidance effect
|This weapon has Advantage against Wet Targets.
|-
| colspan="7" |<small><sup>* Damage is indicative of unlocked spell/effects, not the base gear</sup></small>
|}
|}
<small><sup>* Damage is indicative of enabled spell/effects, not the base gear</sup></small>


{| class="wikitable"
===Gear that Impacts Cold Damage===
|+Gear that impacts Cold damage
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
!
! colspan="7" |Gear that Impacts Cold Damage
|-
!Image
!Name
!Item Type
!Item Type
!Special Cold Factors
!Unlocks
!Special {{DamageType|Cold}} Factors
|-
|-
|[[File:Amulet of Elemental Torment Icon.png|alt=Amulet of Elemental Torment Icon|frameless|100x100px]]
|[[Amulet of Elemental Torment]]
|[[Amulet of Elemental Torment]]
|Amulets
|Amulets
|Enables Nature's Vengeance effect
|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).
|-
|-
|[[File:Boots of Elemental Momentum Icon.png|alt=Boots of Elemental Momentum Icon|frameless|100x100px]]
|[[Boots of Elemental Momentum]]
|[[Boots of Elemental Momentum]]
|Boots
|Boots
|Enables Elemental Momentum effect  
|Elemental Momentum effect
|Whenever the wearer deals Elemental damage (i.e. {{DamageType|Cold}}) with spells or cantrips, they gain [[Momentum (Condition)|Momentum]] for 2 turns.
|-
|-
|[[File:Cloak of Elemental Absorption Icon.png|alt=Cloak of Elemental Absorption Icon|frameless|100x100px]]
|[[Cloak of Elemental Absorption]]
|[[Cloak of Elemental Absorption]]
|Cloaks
|Cloaks
|Enables Absorb Elements
|[[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.
|-
|-
|[[File:Cloak of the Weave Icon.png|alt=Cloak of the Weave Icon|frameless|100x100px]]
|[[Cloak of the Weave]]
|[[Cloak of the Weave]]
|Cloaks
|Cloaks
|
|[[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.
|-
|-
|[[Coldbrim Hat]]  
|[[File:Wizard Hat Icon.png|alt=Coldbrim Hat Icon|frameless|100x100px]]
|[[Coldbrim Hat]]
|Hats
|Hats
|Enables Coldbrim Chill effect
|Coldbrim Chill effect
|Once per turn, any condition inflicted on a (single) target also applies 2 turns of [[Encrusted with Frost (Condition)|Encrusted with Frost]].
|-
|-
|[[File:Shortbow PlusOne Icon.png|alt=Darkfire Shortbow Icon|frameless|100x100px]]
|[[Darkfire Shortbow]]
|[[Darkfire Shortbow]]
|Shortbows
|Shortbows
|Gives Resistance to {{DamageType|Cold}} damage
|
#Resistance to {{DamageType|Cold}} damage
#Resistance to {{DamageType|Fire}} damage
#Cast [[Haste]] spell, once per Long Rest
|3. Standard effects of Haste spell.
|-
|[[File:Elixir of Cold Resistance Icon.png|alt=Elixir of Cold Resistance Icon|frameless|100x100px]]
|[[Elixir of Cold Resistance]]
|Potions
Elixirs
|Resistance to {{DamageType|Cold}} damage
|Can be thrown to act as an AOE
Does not stack with other Elixirs
 
Lasts until Long Rest
 
Potions are consumed upon use
|-
|-
|[[File:Hoarfrost Boots Icon.png|alt=Hoarfrost Boots Icon|frameless|100x100px]]
|[[Hoarfrost Boots]]
|[[Hoarfrost Boots]]
|Boots
|Boots
|Gives Hoarfrost Balance effect
| Hoarfrost Balance effect
|You cannot fall prone while traversing Ice Surfaces.
|-
|-
|[[File:Icebite Robe Icon.png|alt=Icebite Robe Icon|frameless|100x100px]]
|[[Icebite Robe]]
|[[Icebite Robe]]
|Clothing
|Clothing  
|Gives Resistance to {{DamageType|Cold}} damage
|  
Enables Level 3 cast Armour of Agathys once per Long Rest
#Resistance to {{DamageType|Cold}} damage
#Cast [[Armour of Agathys]], once per Long Rest
|2. Standard effect of a Level 3 Armour of Agathys spell.
|-
|-
|[[File:Necklace of Elemental Augmentation.png|alt=Necklace of Elemental Augmentation Icon|frameless|100x100px]]
|[[Necklace of Elemental Augmentation]]
|[[Necklace of Elemental Augmentation]]
|Amulets
|Amulets
|Gives 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.
|-
|[[File:Rain Dancer Staff Icon.png|alt=Rain Dancer Icon|frameless|100x100px]]
|[[Rain Dancer]]
|Quarterstaves
|Cast Create Water, once per Short Rest
|Standard effects of Create Water spell.
|-
|-
|[[File:Robe of Summer Icon.png|alt=Robe of Summer Icon|frameless|100x100px]]
|[[Robe of Summer]]
|[[Robe of Summer]]
|Clothing
| Clothing
|Gives Resistance to {{DamageType|Cold}} damage
|Resistance to {{DamageType|Cold}} damage
|
|-
|-
|[[File:Snowburst Ring Icon.png|alt=Snowburst Ring Icon|frameless|100x100px]]
|[[Snowburst Ring]]
|[[Snowburst Ring]]
|Rings
|Rings
|Enables Snowburst effect
|Snowburst effect
|When the wearer deals {{DamageType|Cold}} damage, they also create an Ice Surface around the Target(s).
|-
|-
|[[Wavemother's Robe]]
|[[File:Allandra's Whelm Icon.png|alt=Trident of the Waves Icon|frameless|100x100px]]
|Clothing
|[[Trident of the Waves]]
|Gives Temperature Adjustment effect  
|Tridents
|The Water Caller effect
|On a hit, create a Water Surface centered on the Target.
|-
|-
|[[Winter's Clutches]]
|[[File:Water B Icon.png|alt=Water Bottle Icon|frameless|100x100px]]
|Gloves
|[[Water]]
|Enables Winter's Clutches effect
| rowspan="2" |Consumables
|}
| rowspan="2" |
| rowspan="2" |Consumables are consumed upon use.
Creates Water Surface


==Actions==
Gives Wet condition
{| class="wikitable"
|+Actions that inflicts Cold damage
!
!Source
!Base Cold Damage
!Special Cold Factors
|-
|-
|[[Attack (Myrmidon):]] Water
|[[File:Water Barrel Icon.png|alt=Water Barrel Icon|frameless|100x100px]]
|Level 10 Circle of the Moon Druid Wild Shape
|[[Water Barrel]]
|
|
|-
|-
|[[Explosive Icicle]]
|[[File:Wavemother's Robe Icon.png|alt=Wavemother Robe Icon|frameless|100x100px]]
|Level 10 Circle of the Moon Druid Wild Shape
|[[Wavemother's Robe]]
|Clothing
|
|
#Temperature Adjustment effect
#Watery Rejuvenation effect
#Cast [[Create or Destroy Water]], once per Short Rest
|
|
#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|Healing}} '''1d4''' Hit Points. [Ice Surfaces melt into Water Surfaces]
# Standard effects of Create or Destroy Water spell.
|-
|-
|[[Frigid Blade]]
|[[File:Winter's Clutches Icon.png|alt=Winter's Clutches Icon|frameless|100x100px]]
|Gear: Allandra's Whelm
|[[Winter's Clutches]]
|Proficiency Bonus as {{DamageType|Cold}} damage
|Gloves
{{DamageText|1d4 (1~4)|Cold}} *
|Winter's Clutches effect
|Applies Frostbite when the attack hits
|When the wearer deals {{DamageType|Cold}} damage, inflict 2 turns of [[Encrusted with Frost (Condition)|Encrusted with Frost]] upon the Target(s).
Once per Short Rest
|-
|[[Heimal Strike]]
|Level 10 Circle of the Moon Druid Wild Shape
|
|
|}
|}
<small><sup>* Damage is indicative of enabled spell/effects, not the base gear</sup></small>


==Spells==
==Attacks==
 
===Spells===
[[File:Spell Slot Icon.png|alt=Spell Slot Icon|left|frameless|25x25px]]All classes can make use of spells, by them being a core aspect of their class (or subclass) combat, or by utilizing Spell Scrolls to achieve the result. The spells that inflict or impact {{DamageType|Cold}} damage are listed below with their damage values and descriptions.
{| class="wikitable"
{| class="wikitable"
|+Spells that cause/impact Cold damage
|+Spells that focus on {{DamageType|Cold}} Damage
!
!
!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]]
|[[Armour of Agathys]]
|[[Armour of Agathys]]
|1
|1
|{{DamageText|5|Cold}}
|{{DamageText|5|Cold}}*
|{{DamageText|5|Cold}}
|{{DamageText|5|Cold}}*
|
|
|
|
Line 182: Line 276:
|Damage inflicted upon being melee attacked
|Damage inflicted upon being melee attacked
|-
|-
|[[File:Chromatic Orb Cold Icon.png|alt=Chromatic Orb: Cold Icon|frameless|100x100px]]
|[[Chromatic Orb: Cold]]
|[[Chromatic Orb: Cold]]
|1
|1
Line 187: Line 282:
|{{DamageText|1d8 (1~8)|Cold}}
|{{DamageText|1d8 (1~8)|Cold}}
|
|
|✓
| ✓
|
|
|Creates Ice Surface
|Creates Ice Surface
|-
|-
|[[File:Cone of Cold Icon.png|alt=Cone of Cold Icon|frameless|100x100px]]
|[[Cone of Cold]]
|[[Cone of Cold]]
|5
| 5
|{{DamageText|8d8 (8~64)|Cold}}
|{{DamageText|8d8 (8~64)|Cold}}
|{{DamageText|1d8 (1~8)|Cold}}
|{{DamageText|1d8 (1~8)|Cold}}
|
|
| ✓
|Constitution: Halve
|
|-
|[[File:Spell Conjuration ConjureElemental Water.png|alt=Conjure Elemental: Water Elemental|frameless|100x100px]]
| [[Conjure Elemental]]: Water Elemental
|5
| rowspan="3" |Consult Summoned Elemental Actions table
| rowspan="3" |N/A
|
|
|
| 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]]
|[[Conjure Elemental]]: Water Myrmidon
|6
|
|
|
|-
|[[File:Spell Conjuration ConjureMinorElementals IceMephit.png|alt=Conjure Minor Elementals: Ice Mephits|frameless|100x100px]]
|[[Conjure Minor Elemental]]: Ice Mephits
| 4
|
|
|
|Summons 2 Ice Mephits
|-
|[[File:Elemental Weapon Cold Icon.png|alt=Elemental Weapon: Cold Icon|frameless|100x100px]]
|[[Elemental Weapon: Cold]]
|3
|{{DamageText|1d4 (1~4)|Cold}}*
|N/A
|✓
|✓
|Constitution: Halve
|
|Creates Ice Surface
|
|Damage added to weapon attack roles
+1 bonus to weapon attack roles
|-
|-
|[[Fire Shield (Chill)|Fire Shield: Chill]]
|[[File:Spell Evocation FireShield Warm.png|alt=Fire Shield: Chill Icon|frameless|100x100px]]
|[[Fire Shield (Chill)|Fire Shield: Chill]]  
|4
|4
|{{DamageText|2d8 (2~16)|Cold}}
|{{DamageText|2d8 (2~16)|Cold}}*
|N/A
|N/A  
|
|
|
|
|
|
|Damage inflicted upon being melee attacked
|Damage inflicted upon being melee attacked
10 Turn Duration
10 Turn Duration  
|-
|-
|[[Glyph of Warding: Cold]]  
|[[File:Glyph of Warding Cold Icon.png|alt=Glyph of Warding: Cold Icon|frameless|100x100px]]
|[[Glyph of Warding: Cold]]
|3
|3
|{{DamageText|5d8 (5~40)|Cold}}
|{{DamageText|5d8 (5~40)|Cold}}
Line 217: Line 351:
|✓
|✓
|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]]
|[[Hunger of Hadar]]
|[[Hunger of Hadar]]
|3
|3
|{{DamageText|2d6 (2~12)|Cold}}
|{{DamageText|2d6 (2~12)|Cold}}
|N/A
|N/A
|✓  
|✓
|✓
|✓
|
|
| Damage inflicted to Targets starting their turn in AOE
|Damage inflicted to Targets starting their turn in AOE
10 turn duration  
10 turn duration  
|-
|-
|[[File:Ice Knife Icon.png|alt=Ice Knife Icon|frameless|100x100px]]
|[[Ice Knife]]
|[[Ice Knife]]
|1
|1
Line 235: Line 371:
|
|
|✓
|✓
|Dexterity: Negate
| Dexterity: Negate
|Creates Ice Surface
|Creates Ice Surface
Identical to Monk Ki spell, Blade of Rime
|-
|-
|[[File:Ice Storm Icon.png|alt=Ice Storm Icon|frameless|100x100px]]
|[[Ice Storm]]
|[[Ice Storm]]
| 4
|4
|{{DamageText|4d6 (4~24)|Cold}}
|{{DamageText|4d6 (4~24)|Cold}}
| N/A
|N/A
|
|
|✓
|✓
|Dexterity: Halve  
|Dexterity: Halve
|Creates Ice Surface
|Creates Ice Surface
|-
|-
|[[File:Spell Evocation OtilukesFreezingSphere CreateGlobe.png|alt=Otiluke's Freezing Sphere Icon|frameless|100x100px]]
|[[Otiluke's Freezing Sphere]]
|[[Otiluke's Freezing Sphere]]
|6
|6
| {{DamageText|10d6 (10~60)|Cold}}
|{{DamageText|10d6 (10~60)|Cold}}
|N/A
|N/A
|
|
|✓
|✓
|Constitution: Negate
|Constitution: Halve
|
|Creates Ice Surface
|-
|-
|[[Protection from Energy: Cold]]
|[[File:Protection from Energy Cold Icon.png|alt=Protection from Energy: Cold Icon|frameless|100x100px]]
|[[Protection from Energy: Cold]]  
|3
|3
|N/A
|N/A  
|N/A
|N/A
|✓
|✓
Line 265: Line 405:
|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]]
|[[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)]]
Upcast damage unlocks at Spellcaster Level 5, and again at Spellcaster Level 10
Damage upcast added at Spellcaster Level 5 and again at 10
|-
|-
|[[File:Sleet Storm Icon.png|alt=Sleet Storm Icon|frameless|100x100px]]
|[[Sleet Storm]]
|[[Sleet Storm]]
|3
|3
Line 284: Line 426:
|Creates Ice Surface
|Creates Ice Surface
Interrupts Concentration
Interrupts Concentration
10 turn duration
 
10 turn duration  
|-
|-
|[[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
| ✓
|✓
|✓
|✓
|Dexterity: Halve
| Dexterity: Halve
|Initial damage to enemies in spell path
|Initial damage to enemies in spell path
Upon wall destruction leaves cloud of frigid air with same damage values
Breaking concentration destroys wall
 
Creates Ice Surface and battlefield barrier
 
Wall destruction leaves Ice Cloud


10 turn duration
10 turn duration
|-
| colspan="9" |<small><sup>* Damage is indicative of effects, not the base spell</sup></small>
|}
===Actions ===
[[File:Action Icon.png|alt=Action Resource Icon|left|frameless|25x25px]]
Many 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" style="width: 100%;"
! colspan="7" |{{DamageType|Cold}} Actions
|-
| colspan="7" |[[File:Equipment Icon.png|alt=Equipment Icon|left|frameless|25x25px]]Equipment can afford players distinct actions by equipping unique one-of-a-kind items. Below are actions unlocked by such equipment that inflict or impact {{DamageType|Cold}} damage.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
! colspan="5" |Equipment Actions
|-
|
!Name
!Base {{DamageType|Cold}} Damage
!Special {{DamageType|Cold}} Factors
!Source
|-
|[[File:Absorb Elements Icon.png|alt=Absorb Elements Icon|frameless|100x100px]]
|[[Absorb Elements]]
|{{DamageText|1d6 (1~6)|Cold}}*
|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
|Cloak of Elemental Absorption
Cloak of the Weave
|-
|[[File:Action Mag FrigidBlade.png|alt=Frigid Blade Icon|frameless|100x100px]]
|[[Frigid Blade]]
|Deal weapon Proficiency bonus as {{DamageType|Cold}} damage
|Applies [[Frostbite (Condition)|Frostbite]] condition on attack hit
|Allandra's Whelm
|-
|[[File:Protection from Energy Cold Icon.png|alt=Frost of Dark Winter Icon|frameless|100x100px]]
|[[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 (Condition)|Conduit of Kereska's Ice]] effect, until Long Rest
Once per Short Rest
| [[Markoheshkir]], [[Kereska's Favour]]
|-
| colspan="5" |<small><sup>* Damage is indicative of unlocked spell/effects, not the base action</sup></small>
|}
|-
| colspan="7" |[[File:Monk Ki Icon.png|alt=Monk Ki Icon|left|frameless|25x25px]]Upon reaching Level 3, [[Monk|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.{{DamageType|Cold}}) to diversify their attacks and offer immense variations to their playstyle.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|+Monk Actions
!
!Name
!Ki Points
!Bast {{DamageType|Cold}} Damage
!AOE
![[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]] Saving Throw
!Special {{DamageType|Cold}} Factors
|-
|[[File:Ice Knife Icon.png|alt=Blade of Rime Icon|frameless|100x100px]]
|[[Blade of Rime]]
|2
|{{DamageText|2d6 (2~12)|Cold}}
|✓
|Dexterity: Negate
|Creates Ice Surface
Identical to Ice Knife
|-
|[[File:Ray of Frost Icon.png|alt=Chill of the Mountain Icon|frameless|100x100px]]
| [[Chill of the Mountain]]
|1
|{{DamageText|1d10 (1~10)|Cold}} {{DamageText|2d10 (2~20)|Cold}}*
|
|
|Monk version of Ray of Frost
Damage upcast at Monk Level 9
|-
|[[File:Action Monk IceCube.png|alt=Shaping of the Ice|frameless|100x100px]]
|[[Shaping of the Ice]]
|1
|N/A
|
|
|Creates a climbable ice cube
10 turn duration
|-
| colspan="7" |<small><sup>* Damage is indicative of unlocked spell/effects, not the base action</sup></small>
|}
|}
|-
| colspan="7" |[[File:Spell Conjuration FindFamiliar.png|alt=Summoned Creature Icon|left|frameless|25x25px]]Using spells there are numerous useful creatures players can summon to assist them in combat. The elemental summons that deal and interact with {{DamageType|Cold}} damage are listed below with their unique actions.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|+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, created through the Level 4 spell, [[Conjure Minor Elemental]]: Ice Mephits. 2 Ice Mephits are summoned at a time and conflict with any other entities summoned through Conjure Minor Elemental. Ice Mephits will persist until death or Long Rest.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|+Ice Mephit Cold Actions
!
!Name
!Base Cold Damage
!AOE
![[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]] Saving Throw
!Special Cold Factors
|-
|[Image Pending]
|Freezing Claws
| {{DamageText|2d6 (2~12)|Cold}}
|
|
|
|-
|[[File:Chromatic Orb Cold Icon.png|alt=Chromatic Orb: Cold Icon|frameless|100x100px]]
|Chromatic Orb: Cold
|{{DamageText|2d8 (2~16)|Cold}}
|✓
|
|Creates Ice Surface
|-
|[Image Pending]
|Ice Breath
|{{DamageText|2d6 (2~12)|Cold}}
|
|Dexterity: Halve
|Once per turn
|-
|[[File:Action Monster IceMephit DeathBurst.png|alt=Death Burst: Cold Icon|frameless|100x100px]]
|Death Burst: Cold
|{{DamageText|4d6 (4~24)|Cold}}
|✓
|Dexterity: Halve
|Kills Ice Mephit
|-
|[[File:Action Monster IceMephit DeathBurst Died.png|alt=Death Burst: Cold (Auto) Icon|frameless|100x100px]]
|Death Burst: Cold (Auto)
|{{DamageText|2d6 (2~12)|Cold}}
|✓
|Dexterity: Halve
|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, created through the Level 5 spell, [[Conjure Elemental]]: Water Elemental. 1 Water Elemental is summoned at a time and conflicts with any other entities summoned through Conjure Elemental. Water Elementals persists until death or Long Rest.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|+Water Elemental Cold Actions
|
| Name
|Base Cold Damage
|AOE
|[[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]] Saving Throw
|Special Cold Factors
|-
! <small><sup>[[File:Action Monster ElementalWater Slam.png|alt=Slam Icon|frameless|100x100px]]</sup></small>
!Slam
!{{DamageText|1d6 (1~6)|Cold}}
!
!
|Inflicts Chilled for 2 turns
Creates Water Surface
|-
|<small><sup>[[File:Action Monster ElementalWater WintersBreath.png|alt=Winter's Breath Icon|frameless|100x100px]]</sup></small>
|Winter's Breath
|{{DamageText|4d6 (4~24)|Cold}}{{DamageText|2d6 (2~12)|Cold}}*
|✓
|
|[[Burning (Condition)|Burning]] Targets take additional {{DamageType|Cold}} damage, and become Brittle for 3 turns
Creates Ice Surface
|-
|<small><sup>[[File:Action Monster ElementalWater MultiAttack.png|alt=Multiattack: Water Icon|frameless|100x100px]]</sup></small>
|Multiattack: (Water)
|{{DamageText|2d4 (2~8)|Cold}}{{DamageText|2d4 (2~8)|Cold}}
|
|
|Once per turn
|-
| colspan="6" |<small><sup>* Damage is indicative of unlocked spell/effects, not the base action</sup></small>
|}
|-
|[[File:Spell Conjuration ConjureElemental HigherLevel Water.png|alt=Water Myrmidon Icon|left|frameless|100x100px]]The Water Myrmidon is the third and most powerful {{DamageType|Cold}} damage dealing elemental summon, created through the Level 6 spell, [[Conjure Elemental]]: Water Myrmidon. 1 Water Myrmidon is summoned at a time and conflicts with any other entities summoned through Conjure Elemental. Water Myrmidons persists until death or Long Rest.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|+Water Myrmidon Cold Actions
!
!Name
!Base Cold Damage
!AOE
![[File:Saving Throw Icon.png|alt=Saving Throw Icon|frameless|25x25px]] Saving Throw
!Special Cold Factors
|-
|[[File:Trident Icon.png|alt=Trident of the Depths Icon|frameless|100x100px]]
|Trident of the Depths
|{{DamageText|1d6 (1~6)|Cold}}
|
|
|
|-
|[Image Pending]
|Hiemal Strike
|{{DamageText|1d6 (1~6)|Cold}} {{DamageText|1d10 (1~10)|Cold}}
|
|
|Inflicts 2 turns of Chilled
|-
|[Image Pending]
|Explosive Icicle
|{{DamageText|3d8 (3~24)|Cold}}{{DamageText|3d8 (3~24)|Cold}} {{DamageText|3d8 (3~24)|Cold}}
|✓
|
|Once per turn
3 targetable attacks
|-
|[Image Pending]
|Healing Vapours
|N/A
|✓
|
|Creates Water Surface
Only available in combat
|}
|}
|-
| colspan="7" |Actions that do not meet particular categories but still interact with {{DamageType|Cold}} damage.
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|+Miscellaneous Actions
!
!Name
!Base Cold Damage
! AOE
!Saving Throw
! Special Cold Factors
!Source
|-
|[[File:Frost Breath Icon.png|alt=Frost Breath Icon|frameless|100x100px]]
|[[Frost Breath]]
| {{DamageText|2d6 (2~12)|Cold}}
|✓
| Constitution: Halve
|Once per Long Rest
| [[Dragonborn]] race, Silver or White Subrace
|-
|[[File:Rage Bear Heart Icon.png|alt=Rage: Bear Heart Icon|frameless|100x100px]]
|[[Rage: Bear Heart]]
| N/A
|
|
|Gives Resistance to all Damage Types (i.e.{{DamageType|Cold}}) except Psychic.
10 turn duration
|Level 3 [[Barbarian]], Wildheart
|}
|}
==Effects==
==Effects==
{| class="wikitable"
[[File:Passive Feature Generic Icon.png|alt=Effects Icon|left|frameless|25x25px]]
|+Persistent effects that impact Cold damage
Features granted by leveling up, and abilities given by gear aspects can be regarded as effects that alter how the player's actions play out in Baldur's Gate 3. The effects that directly concern {{DamageType|Cold}} damage and behavior are listed below with their descriptions.
{| class="wikitable mw-collapsible" style="width: 100%;"
|+ {{DamageType|Cold}} Effects
|Features will remain permanently active on the player upon unlock (barring things such as class respec).
{| class="wikitable mw-collapsible" style="width: 100%;"
|+ Features that Impact {{DamageType|Cold}} Damage
!
!
!Name
!Effect Description
!Source
!Source
!Effect Description
|-
|-
|Animal Aspect: Crocodile  
|[[File:PassiveFeature AspectOfTheBeast Crocodile.png|alt=Animal Aspect Crocodile Icon|frameless|100x100px]]
|Level 6 Wildheart Barbarian
|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]]
|-
|[[File:PassiveFeature DraconicAncestry Silver.png|alt=Draconic Ancestry Silver Icon|frameless|100x100px]]
| rowspan="2" |Draconic Ancestry
| 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
|-
|[[File:PassiveFeature DraconicAncestry White.png|alt=Draconic Ancestry White Icon|frameless|100x100px]]
|-
|[[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]]
|-
|[[File:Elemental Affinity Icon.png|alt=Elemental Affinity Damage Icon|frameless|100x100px]]
|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.
|Level 6 [[Sorcerer]], [[Draconic Bloodline]]
|-
|[[File:Skill Sorcerer Passive ElementalAffinity Resistance.png|alt=Elemental Affinity Resistance Icon|frameless|100x100px]]
|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.
| Level 6 [[Sorcerer]], [[Draconic Bloodline]]
|-
|[[File:PassiveFeature FiendishResilience.png|alt=Fiendish Resilience Icon|frameless|100x100px]]
|Fiendish Resilience
|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]]
|-
|[[File:PassiveFeature NaturalExplorer WastelandWanderer Cold.png|alt=Wasteland Wanderer Cold Icon|frameless|100x100px]]
|Wasteland Wanderer: Cold
|Resistance to {{DamageType|Cold}} damage.
|[[Ranger]] Natural Explorer
|}
|-
|-
|Bestial Heart: Bear Heart
|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).
|Level 3 Wildheart Barbarian
{| class="wikitable mw-collapsible mw-collapsed" style="width: 100%;"
|Gives resistance to all Damage Types (i.e.{{DamageType|Cold}}) except Psychic.
|+Gear Effects that Impact {{DamageType|Cold}} Damage
!Name
!Effects Description
 
!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.
|Gear: Cold Snap
|Cold Snap
|When a Target misses you with an attack it must make a Constitution Saving Throw of be Chilled for 2 turns.
|-
|-
|Chilling Strike
|Chilling Strike
|Gear: Snow-Dusted Monastery Gloves
|Your unarmed attacks deal an additional {{DamageText|1d4 (1~4)|Cold}} damage.  
|Your unarmed attacks deal an additional {{DamageText|1d4 (1~4)|Cold}} damage.
|Snow-Dusted Monastery Gloves
|-
|-
| Coldbrim Chill
|Coldbrim Chill
|Gear: Coldbrim Hat
|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.  
|Coldbrim Hat
|-
|-
|Elemental Adept: Cold
|Conduit of Kereska's Ice
|Feat
| Cast [[Cone of Cold]] and [[Ice Storm]], once per Short Rest
|Your spells ignore Resistance to {{DamageType|Cold}}. When you cast {{DamageType|Cold}} spells you cannot role a 1.
{{DamageType|Cold}} spells deal additional {{DamageType|Cold}} damage equal to your Proficiency Bonus.
 
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.  
|[[Markoheshkir]], [[Kereska's Favour]]
Can be changed, once per Short Rest
 
Must be reapplied, after Long Rest
|-
|-
|Elemental Augmentation
|Elemental Augmentation  
|Gear: Necklace of Elemental Augmentation
| 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.
| Necklace of Elemental Augmentation
|-
|-
|Elemental Infusion
|Elemental Infusion  
|Gear: Ring of 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.
|When you deal Elemental damage (i.e. {{DamageType|Cold}}) using a spell or cantrip, that element infuses your weapon. Until the end of your next turn, you deal an additional {{DieIcon|d4|Slashing}} '''1d4''' of that element on your successful weapon attack.
|Ring of Elemental Infusion
|-
|-
|Elemental Momentum
|Elemental Momentum
|Gear: Boots of 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 for 2 turns.
|Boots of Elemental Momentum
|-
|Elements of an Epoch
|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
|-
|-
|Heart of Ice
|Heart of Ice
|Gear: Mourning Frost
|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.
|Mourning Frost
|-
|-
|Hoarfrost Balance
| Hoarfrost Balance
|Gear: Hoarfrost Boots
|You cannot fall prone while traversing Ice Surfaces.
|You cannot fall prone while traversing Ice Surfaces.
|Hoarfrost Boots
|-
|-
|Insidious Cold
|Insidious Cold
|Gear: Mourning Frost
|Dealing {{DamageType|Cold}} damage with a spell possibly inflicts [[Chilled (Condition)|Chilled]] upon the Target.
|Dealing {{DamageType|Cold}} damage with a spell possibly inflicts Chilled upon the Target.
| Mourning Frost
|-
|-
|Nature's Vengeance
|Nature's Vengeance
|Gear: Amulet of Elemental Torment
|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).
|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.
|Amulet of Elemental Torment
|-
|-
|Snowburst
|Snowburst
|Gear: Snowburst Ring
| 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).
|Snowburst Ring
|-
|-
|Temperature Adjustment
|Temperature Adjustment
|Gear: Wavemother's Robe
| Wearer has Resistance to {{DamageType|Fire}} and {{DamageType|Cold}} Damage.
|You have Resistance to {{DamageType|Fire}} and {{DamageType|Cold}} 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 {{DieIcon|d4|Healing}} '''1d4''' Hit Points. [Ice Surfaces melt into Water Surfaces]
|Wavemother's Robe
|-
|-
|Winter's Clutches
|Winter's Clutches
|Gear: Winter's Clutches
|When the wearer deals {{DamageType|Cold}} damage, inflict 2 turns of [[Encrusted with Frost (Condition)|Encrusted with Frost]] upon the Target(s).
|When the wearer deals {{DamageType|Cold}} damage, inflict 2 turns of Encrusted with Frost upon the Target(s).
|Winter's Clutches
|}
|}
|}


==Conditions==
==Conditions==
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 mw-collapsible" style="width: 100%;"
|+Conditions related to{{DamageType|Cold}} Damage
!Name
!Condition Description
!Special Cold Factors
|-
|{{IconLink|size=50|Chilled Condition Icon.webp|Chilled (Condition)|Chilled}}
|Target becomes Vulnerable to {{DamageType|Cold}} damage, and Resistant to {{DamageType|Fire}} damage
|Vulnerable Targets take double {{DamageType|Cold}} damage
|-
|{{IconLink|size=50|Encrusted with Frost Condition Icon.webp|Encrusted with Frost (Condition)|Encrusted with Frost}}
|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.


===[[Chilled (Condition)|Chilled]]===
Removed by {{IconLink|size=25|Burning Condition Icon.webp|Burning (Condition)|Burning}}.
[Placeholder]
|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}}.
|-
|{{IconLink|size=50|Frostbite Condition Icon.webp|Frostbite (Condition)|Frostbite}}
|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
|-
|{{IconLink|size=50|Frozen Condition Icon.webp|Frozen (Condition)|Frozen}}
|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}}
|-
|{{IconLink|size=50|Prone Condition Icon.webp|Prone (Condition)|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 {{distance|m=3|ft=10}}, and Prone Target's have {{Disadvantage}} on [[Strength]] and [[Dexterity]] {{SavingThrow}}s.


===[[Encrusted with Frost (Condition)|Encrusted with Frost]]===
Targets break Concentration when becoming Prone. While Prone they cannot perform [[Action|Actions]], [[Bonus Action|Bonus actions]], or [[Reaction (Combat)|Reactions]].
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.
|Caused by Ice Surfaces
 
Consumes half a Target's movement speed
===[[Frostbite (Condition)|Frostbite]]===
|-
[Placeholder]
|{{IconLink|size=50|Ray of Frost Condition Icon.webp|Ray of Frost (Condition)|Ray of Frost}}
 
|Reduces Target movement speed by {{distance|m=3|ft=10}}.
===[[Frozen]]===
Only applied by [[Ray of Frost]] cantrip.
[Placeholder] Frozen information to be added to the Wiki.
|Reduces Target's movement speed
 
|-
===[[Ray of Frost (Condition)|Ray of Frost]]===
|{{IconLink|size=50|Wet Condition Icon.webp|Wet (Condition)|Wet}}
 
|Target becomes immune to {{IconLink|size=25|Burning Condition Icon.webp|Burning (Condition)|Burning}} and has Resistance to {{DamageType|Fire}} damage for the duration.
===[[Wet (Condition)|Wet]]===
Target becomes Vulnerable to {{DamageType|Cold}} and {{DamageType|Lightning}} damage for the duration.
[Placeholder]
This condition also washes away blood and grime that appears on the player character.
|Vulnerable Targets take double {{DamageType|Cold}} damage
|}


==Surfaces==
==Surfaces==
Depending on the Surface Targets can face immediate detrimental effects like taking damage, conditions, reduced movement speed, and more. The Surfaces that form from and pair with {{DamageType|Cold}} Damage are listed below.
{| class="wikitable mw-collapsible" style="width: 100%;"
! colspan="3" |Surfaces that Interact with {{DamageType|Cold}} Damage
|-
!Name
!Special Cold Factors
!Sources
|-
|[Image Pending] Ice Cloud
|Targets who pass through are inflicted with Icy Cloud that deals {{DamageText|10d6 (10~60)|Cold}} damage, per turn
| [[Wall of Ice]], created when sections of the wall are broken
|-
|{{IconLink|size=50|Surface Ice Icon.webp|Ice Surface|Ice Surface}}
|[[Difficult Terrain]] halves movement speed for Targets moving on it
Signature surface of {{DamageType|Cold}} damage
Targets must make [[Dexterity]] {{SavingThrow}}s to avoid becoming {{IconLink|size=25|Prone Condition Icon.webp|Prone (Condition)|Prone}}With the {{IconLink|size=25|Prone Condition Icon.webp|Prone (Condition)|Prone}} condition massively reduces Target's ground movement speed
|{{DamageType|Cold}} spells that create Ice Surfaces
Hitting liquid surfaces, like [[Blood Surface|Blood]] and Water Surfaces, with {{DamageType|Cold}} damage
|-
|{{IconLink|size=50|Surface Static Cloud Icon.webp|Steam Cloud|Steam Cloud}}
|Targets standing within have Wet condition making them vulnerable to {{DamageType|Cold}} damage
| Hitting Water Surfaces with {{DamageType|Fire}} spells that create [[Fire Surface|Fire Surfaces]]
|-
|{{IconLink|size=50|Surface Water Icon.webp|Water Surface|Water Surface}}
|Can be frozen with {{DamageType|Cold}} spells into Ice Surfaces, or vaporized with [[Fire Surface|Fire Surfaces]] to create Steam Clouds
|Breaking [[Water Barrel|Water Barrels]] and [[Water|Jugs]]
[[Create Water]] spell
Ice Surfaces melt into Water Surfaces
|}


===[[Ice Surface]]===
{{NavGameplay}}
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 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.
 
===[[Steam Cloud]]===
Steam Cloud is a valuable Surface to inflict the Wet Status on Targets making it highly useful when dealing {{DamageType|Cold}} damage. Steam Clouds can be created by igniting Water Surfaces with {{DamageType|Fire}} damage. Water Surfaces naturally form from Ice Surfaces that melt after 2 Rounds or after being hit by {{DamageType|Fire}} damage.

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