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    Overview

    Hey, new caster—Cone of Cold is your level 5 evocation nuke for when enemies are sardined in a hallway. It blasts a 60-foot cone from you for 8d8 (average 36) cold damage, Con save for half, and freezes kills into statues (cool flavor, minor utility). Solid damage, but it's mediocre overall: self-range makes positioning dicey, cold resistance pops up on frost giants/devils/undead, and upcast Fireball at 5th (10d6=35 avg) has 150ft range + 20ft sphere for easier multi-hits. Veterans take it for cold-themed builds or tight dungeons, but prep it sparingly—opportunity cost is huge vs control like Wall of Force. Verdict: Situational pick, not a must-prep staple.

    Stat Block

    PropertyValue
    Level5
    SchoolEvocation
    Casting Time1 action
    RangeSelf
    ComponentsV, S, M
    MaterialA small crystal or glass cone.
    DurationInstantaneous
    ConcentrationNo
    RitualNo
    Save/AttackCON
    ClassesSorcerer, Wizard

    When NOT to Use This

    • Open-air combats with spread/flying foes—Fireball's sphere wins.
    • High-Con save groups (avg +6+ prof)—half damage underwhelms.
    • When low on slots and no cold-vuln—prep control instead.
    • Against blindsight/truesight that ignores your M component stealth.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyMediocre: 36 avg raw / 18 post-save for 5th slot; upcast Fireball matches at less risk.
    Action EconomyExcellent
    Opportunity CostWall of Force (perm denial), Animate Objects (sustained DPR), Synaptic Static (debuff + damage).

    When worth the slot: Tight spaces, cold-vuln mobs, Evoker subclass.

    When NOT worth the slot: Open areas, resistant enemies, slot-starved mid-adventuring day.

    Pro Tips (Veteran Secrets)

    Tip #1: Memorize cone geometry: 60ft long, 15ft wide at 30ft out—test on graph paper pre-game.

    Why veterans know this: Maximizes hits in lairs (e.g., 6 goblins in 10ft hall = 216 avg damage).

    This avoids the mistake of: Newbies misjudge spread, hitting only 2 foes vs 5.

    Tip #2: Upcast only if 6th+ slots free AND cold-vuln confirmed—9d8 at 6th beats base Fireball.

    Why veterans know this: Slot economy: 5th Fireball (10d6=35) similar damage, better range.

    This avoids the mistake of: Burning high slots without vuln scout.

    Tip #3: Freeze statues as improvised walls—push with Mage Hand or Thunderwave to block chokepoints.

    Why veterans know this: Turns kills into terrain control, buying turns.

    This avoids the mistake of: Ignoring corpses as just flavor.

    Common Mistakes to Avoid

    Casting in open battles expecting Fireball results.

    Why it's bad: Self-range + cone shape misses spread/flying foes; avg 1-2 hits vs Fireball's 4+.

    Do this instead: Save for dungeons; use Fireball outdoors.

    Ignoring resistances—blasting frost giants.

    Why it's bad: +10 Con save + resist = 9 avg damage, slot wasted.

    Do this instead: Pre-fight Identify or Arcana; target fire elementals instead.

    No positioning prep—casting from backline.

    Why it's bad: Allies block cone or you eat melee hits.

    Do this instead: Reposition with Dimension Door; yell 'clear the cone!'

    Usage Tips

    • Cast from the front line in 10ft-wide corridors to catch 4-6 minions in the full cone—averages 36 damage per target, clearing trash faster than single-target options. Position allies behind you first to avoid splash. Follow up with melee cleanup on slowed survivors (cold doesn't slow RAW).
    • Against cold-vulnerable foes like fire elementals (double damage to 72 avg), it's a slaughter—scout with Detect Magic or Divination first. Upcast to 7th for 10d8 (45 avg) if you have slots to burn. Pair with Haste on yourself for hit-and-run delivery.
    • In mixed groups, prioritize squishies over tanks; Con saves favor fighters (avg +4 prof), so expect half damage from bosses. Use in surprise rounds for full hits before reactions. Track enemy resistances via prior Arcana checks to avoid whiffs.

    Rules Notes

    • RAW, the cone originates from you and extends in a 60-foot line widening to 60ft at end—position yourself to maximize hits without friendly fire.
    • Freeze effect only on kills; thaws naturally or via heat (DM call, no explicit duration).
    • Upcasting adds 1d8/slot: 6th=9d8 (40.5 avg), but still self-range limits it.
    • No interaction with cover; line-of-effect only, unlike Fireball's corner-clips.
    • RAI vs RAW dispute: frozen statues are objects? Vulnerable to fire, but unconfirmed.

    Synergies

    • Hypnotic Pattern locks groups in place for perfect cone alignment—cast Pattern first, then Cold for 100% hit rate.
    • Wall of Ice (4th) funnels enemies into your cone, creating a killbox.
    • Evocation subclass (Wizard) adds INT mod damage to one target, pushing avg to 36 + 5 = 41 on your pick.
    • Sleet Storm (3rd) prone/prone-prone enemies can't easily dodge your cone positioning.

    Anti-Patterns

    • Avoid in open fields—60ft cone from self rarely catches flying/spread foes like Fireball's 150ft sphere does.
    • Don't burn 5th slots on single targets; 36 damage pales vs Disintegrate's 10d6+40 (75 avg).
    • Skip vs high-Con save mobs (hags, giants avg +7-10 save); half damage wastes the slot.

    Tactical Modules

    • Corridor Clearer — When to use: Enemies packed in 10-15ft wide dungeon halls, 30-50ft away.. Synergy: Follows Web or Grease for prone clustering; Evoker adds INT to boss.
    • Vulnerability Exploiter — When to use: Fire creatures or summer fey with cold vuln detected.. Synergy: Detect Thoughts pre-fight confirms res/vuln; upcast with Quickened Fireball opener.
    • Freeze-Shatter Combo — When to use: Minions with 30-50HP clustered near stone floor.. Synergy: Shatter (2nd) or melee after freeze; statues block enemy movement.

    Countermeasures

    • Threat: Flying enemies above cone (wyverns, stirges). — Response: Force landing with Web/Sleet first, then cone from below.. Fallback: Switch to Lightning Bolt for line or Fireball lob.
    • Threat: Cold-resistant bosses (frost giants CR9, +10 Con save). — Response: Target minions around it; half damage still clears adds.. Fallback: Banishment or Bigby's Hand for single-target control.
    • Threat: Evasion rogues/dex builds (half again on success). — Response: Position to force Dexterity exposure first (Opportunity Attacks).. Fallback: Synaptic Static for psychic debuff + damage.

    Frequently Asked Questions

    is cone of cold good 5e

    Situational—strong in tight dungeon packs (36 avg to 6 targets), but mediocre outdoors vs Fireball's range/area. Prep for cold themes or Evokers; skip generalist lists.

    cone of cold vs fireball 5e

    Fireball wins 90% time: 150ft range, 20ft sphere easier hits, similar 35 avg at 5th upcast. Cone better in 10ft halls no friendly risk. Fire less resisted overall.

    can you twin cone of cold 5e

    No—targets multiple creatures in area, Twinned Spell requires single target. Metamagic fails here; use Quickened for double action blasts.

    does cone of cold work underwater 5e

    Yes RAW—'cold air' erupts, no water clause like Fireball. DMs may houserule, but SRD allows it; great vs sahuagin.

    cone of cold damage 5e

    8d8 cold (36 avg), half on Con save; +1d8 per upcast. Kills freeze into thaws statues. Evoker adds INT to one.

    is cone of cold worth preparing wizard 5e

    Situational over Fireball/Synaptic—yes for dungeon crawls/cold builds, no for versatile. Evokers love it; generalists skip.

    cone of cold upcast worth it 5e

    Marginal—6th slot 9d8 (40 avg) beats base but not Bigby's. Only if vuln and slots spare.

    best class for cone of cold 5e

    Evocation Wizard (safe splash + INT add); Tempest Sorcerer (max Con fail). Draconic bloodline for tankiness delivering.


    Citations: api:spells/cone-of-cold

    Includes SRD content per CC BY 4.0. Source: dnd5eapi.co.

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