Ice Knife
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At a Glance
Level
1st
School
Conjuration
Casting Time
1 action
Range
60 feet
Duration
Instantaneous
Concentration
No
How Ice Knife Works
| Casting Time | 1 action |
|---|---|
| Range | 60 feet |
| Components | S, M (a drop of water or piece of ice) |
| Duration | Instantaneous |
| Saving Throw | Dexterity (for explosion damage) |
Available to:
DruidSorcererWizard
Damage
1d10 piercing (on hit) + 2d6 cold (to all within 5 feet)(Dexterity (for explosion damage))
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
Common Mistakes
Common Mistake
Forgetting the explosion happens even on a miss - only the piercing damage requires a hit
Common Mistake
Not realizing the initial target must also save against the explosion damage
Common Mistake
Thinking allies within 5 feet are safe - everyone in the area must make the save
DM Tips
DM Tip
Good AoE damage for a 1st-level spell, especially effective against grouped enemies
DM Tip
The explosion can hit allies, so positioning matters
Sources & Further Reading
- Ice Knife — D&D 5e Wikidot — Full SRD text
- Ice Knife — Roll20 Compendium — Structured reference
- Ice Knife — D&D Beyond — Official digital reference