Showing0entries
Sorted A-Z
Mechanics

Conditions and Damage Types

13 damage types: 3 physical (bludgeoning/piercing/slashing), 5 elemental, 5 exotic. Resistance = half, immunity = none, vulnerability = double.

Damage Types

Damage in 5e is categorized into 13 types. Resistance halves the damage, immunity negates it, and vulnerability doubles it.

Physical Damage Types

  • Bludgeoning: Blunt force — clubs, falls, constriction, being thrown against a wall
  • Piercing: Puncture — arrows, spears, teeth, thorns
  • Slashing: Cutting — swords, axes, claws

Nonmagical vs. magical: Many creatures resist or are immune to bludgeoning, piercing, and slashing from nonmagical attacks. A +1 sword or a Monk's Ki-Empowered Strikes count as magical for this purpose.

Elemental Damage Types

  • Acid: Corrosive substances — acid splash, black dragon breath
  • Cold: Freezing — cone of cold, white dragon breath, extreme cold
  • Fire: Burning — fireball, red dragon breath, lava
  • Lightning: Electrical — lightning bolt, blue dragon breath
  • Thunder: Sonic — thunderwave, shatter (not the same as lightning)

Exotic Damage Types

  • Force: Pure magical energy — magic missile, eldritch blast, wall of force. Force damage has almost no resistances or immunities in the game.
  • Necrotic: Life-draining — inflict wounds, blight, shadow attacks
  • Poison: Toxins — poison weapons, cloudkill, green dragon breath
  • Psychic: Mental — psychic scream, vicious mockery, intellect devourer
  • Radiant: Holy/divine — guiding bolt, spirit guardians, solar attacks

Resistance and Vulnerability

  • Resistance: Take half damage (rounded down) from that type
  • Immunity: Take no damage from that type
  • Vulnerability: Take double damage from that type
  • Multiple sources of resistance don't stack — you still take half
  • Resistance and vulnerability cancel each other out if both apply