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Cold damage is an elemental Damage Type available in Baldur's Gate 3. Representative of the aspects of chill, ice, and waterCold damage often serves as a counter to Fire damage. 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.
*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.
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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.
Gear that Inflicts Cold Damage
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Image | Name | Item Type | Base Cold Damage | Enables Spell | Unlocks | Special Cold Factors |
Allandra's Whelm | Tridents | 1d4 (1~4)Cold | Frigid Blade weapon action, once per Short Rest | Frigid Blade applies Frostbite condition on attack hit, and deals weapon Proficiency bonus as Cold damage. | ||
Arrow of Ice | Arrows | 2d4 (2~8)Cold | Arrows are consumed upon use
Creates Ice Surface | |||
Cold Snap | Daggers | 1d4 (1~4)Cold | Chilling Counter effect | When a Target misses you with an attack it must make a Constitution Saving Throw of be Chilled for 2 turns. | ||
Flail of Ages | Flails | 1d4 (1~4)Cold* | ✓ |
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Frost Prince | Amulets | 2d6 (2~12)Cold* | ✓ | Cast Level 1 Ice Knife spell, once per Long Rest | Standard effects of Ice Knife spell. | |
Mourning Frost | Quarterstaves | 1d4 (1~4)Cold | ✓ |
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Ring of Elemental Infusion | Rings | 1d4 (1~4)Cold* | Elemental Infusion effect | 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. | ||
Snow-Dusted Monastery Gloves | Gloves | 1d4 (1~4)Cold* | ✓ |
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[Image Pending] | Wavemother's Sickle | Sickle | 1d4 (1~4)Cold | Watery Guidance effect | This weapon has Advantage against Wet Targets. | |
* Damage is indicative of unlocked spell/effects, not the base gear |
Gear that Impacts Cold Damage
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Name | Item Type | Unlocks | Special Cold Factors | |||
Amulet of Elemental Torment | Amulets | Nature's Vengeance effect | When the wearer stands in certain surfaces (i.e. Ice Surface) and casts a spell that deals damage, the target also suffers the surface's effects (i.e. Prone). | |||
Boots of Elemental Momentum | Boots | Elemental Momentum effect | Whenever the wearer deals Elemental damage (i.e. Cold) with spells or cantrips, they gain Momentum for 2 turns. | |||
Cloak of Elemental Absorption | Cloaks | Absorb Elements action, once per Short Rest | Take half damage from the next Elemental damage (i.e. Cold) attack targeting you, and deal an additional 1d6 of that element type on your next attack. | |||
Cloak of the Weave | Cloaks | Absorb Elements action, once per Short Rest | Take half damage from the next Elemental damage (i.e. Cold) attack targeting you, and deal an additional 1d6 of that element type on your next attack. | |||
Coldbrim Hat | Hats | Coldbrim Chill effect | Once per turn, any condition inflicted on a (single) target also applies 2 turns of Encrusted with Frost. | |||
Darkfire Shortbow | Shortbows | 3. Standard effects of Haste spell. | ||||
Elixir of Cold Resistance | Potions
Elixirs |
Resistance to 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 | |||
Hoarfrost Boots | Boots | Hoarfrost Balance effect | You cannot fall prone while traversing Ice Surfaces. | |||
Icebite Robe | Clothing |
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2. Standard effect of a Level 3 Armour of Agathys spell. | |||
Necklace of Elemental Augmentation | Amulets | Elemental Augmentation effect | When one of your cantrips deals Elemental damage (i.e. Cold), add your Spellcasting Modifier to the damage dealt. | |||
Rain Dancer | Quarterstaves | Cast Create Water, once per Short Rest | Standard effects of Create Water spell. | |||
Robe of Summer | Clothing | Resistance to Cold damage | ||||
Snowburst Ring | Rings | Snowburst effect | When the wearer deals Cold damage, they also create an Ice Surface around the Target(s). | |||
Trident of the Waves | Tridents | The Water Caller effect | On a hit, create a Water Surface centered on the Target. | |||
Water | Consumables | Consumables are consumed upon use.
Creates Water Surface Gives Wet condition | ||||
Water Barrel | ||||||
Wavemother's Robe | Clothing |
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Winter's Clutches | Gloves | Winter's Clutches effect | When the wearer deals Cold damage, inflict 2 turns of Encrusted with Frost upon the Target(s). |
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.
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.
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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.
Features will remain permanently active on the player upon unlock (barring things such as class respec).
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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).
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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.
Name | Condition Description | Special Cold Factors |
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Target becomes Vulnerable to Cold damage, and Resistant to Fire damage | Vulnerable Targets take double Cold damage | |
If there are 7 or more turns remaining Targets must succeed a Constitution Saving throw, or take 1d4 (1~4)Cold damage and become . If Target succeeds a Saving throw they take half damage and lose .
Targets have Disadvantage on Dexterity Saving throws. Removed by . |
Can apply Cold damage
Targets have Disadvantage on Dexterity Saving throws, making it easier to become . | Can inflict |
Targets hit by Cold damage receive an additional 1Cold for every turn of Frostbite remaining. | Increases Cold damage received on every Cold attack | |
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 | |
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. |
Caused by Ice Surfaces
Consumes half a Target's movement speed | |
Reduces Target movement speed by 3 m / 10 ft.
Only applied by Ray of Frost cantrip. |
Reduces Target's movement speed | |
Target becomes immune 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. |
and has Resistance to Vulnerable Targets take double Cold damage |
Surfaces
Occurring naturally across Baldur's Gate 3, and created through distinct spells and items, Surfaces are unique area conditions that impact Targets standing within or upon them. Depending on the Surface Targets can face immediate detrimental effects like taking damage, conditions, reduced movement speed, and more. Surfaces can be quickly created in combat to ensure they afflict Targets, or in situations prepared ahead of time to allow players control over the battle ahead.
Name | Special Cold Factors | Sources |
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[Image Pending] Ice Cloud | Targets who pass through are inflicted with Icy Cloud that deals 10d6 (10~60)Cold damage, per turn | Wall of Ice, created when sections of the wall are broken |
Difficult Terrain halves movement speed for Targets moving on it
Signature surface of Cold damage Targets must make Dexterity Saving throws to avoid becoming With the condition massively reduces Target's ground movement speed |
Cold spells that create Ice Surfaces
Hitting liquid surfaces, like Blood and Water Surfaces, with Cold damage | |
Targets standing within have Wet condition making them vulnerable to Cold damage | Hitting Water Surfaces with Fire spells that create Fire Surfaces | |
Can be frozen with Cold spells into Ice Surfaces, or vaporized with Fire Surfaces to create Steam Clouds | Breaking Water Barrels and Jugs
Create Water spell Ice Surfaces melt into Water Surfaces |