Ray of Frost
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At a Glance
Level
Cantrip
School
Evocation
Casting Time
1 action
Range
60 feet
Duration
Instantaneous
Concentration
No
How Ray of Frost Works
| Casting Time | 1 action |
|---|---|
| Range | 60 feet |
| Components | V, S |
| Duration | Instantaneous |
Damage
1d8 cold (increases by 1d8 at 5th, 11th, and 17th level)
At Higher Levels
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Common Mistakes
Common Mistake
Forgetting the speed reduction only lasts until the start of your next turn
Common Mistake
Not applying the speed reduction even when damage is resisted or reduced
Common Mistake
Thinking multiple hits stack the speed reduction - it doesn't stack
Common Mistake
Not considering that 10-foot reduction might prevent enemies from reaching targets
DM Tips
DM Tip
The speed reduction makes this excellent for kiting enemies or protecting allies
DM Tip
Good against fast enemies or those trying to close distance
DM Tip
Cold damage is less commonly resisted than fire but still fairly common
DM Tip
The secondary effect makes this more valuable than similar damage cantrips
Frequently Asked Questions
Sources & Further Reading
- Ray of Frost — D&D 5e Wikidot — Full SRD text
- Ray of Frost — Roll20 Compendium — Structured reference
- Ray of Frost — D&D Beyond — Official digital reference