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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