Secret Lesson 25

Every Damage Type and How Damage Works

In Lesson 24, you learned how to determine:

HOW MUCH DAMAGE

an attack or effect deals.

Now we answer a different question:

WHAT TYPE OF DAMAGE IS IT?

Every instance of damage has a:

DAMAGE TYPE

The SRD defines damage itself as harm that causes a creature or object to lose Hit Points. A damage roll is a die roll, modified as appropriate, that deals that damage to a target.

But damage can represent many very different kinds of harm.

A sword slash.

A fall.

A blast of flame.

A bolt of electricity.

A corrosive liquid.

Life-draining energy.

Magical force.

All can reduce Hit Points, but they don't necessarily deal the same:

DAMAGE TYPE


WHY DAMAGE TYPES EXIST

The SRD makes an extremely important statement:

DAMAGE TYPES HAVE NO RULES OF THEIR OWN

Instead, other rules can refer to a particular Damage Type.

The SRD gives:

RESISTANCE

as an example.

This means that being dealt:

Fire damage

does not automatically create a special additional “burning” rule.

Being dealt:

Cold damage

does not automatically reduce your Speed.

Being dealt:

Lightning damage

does not automatically prevent Reactions.

Those things happen only if:

ANOTHER RULE SAYS THEY HAPPEN.


DAMAGE TYPE ≠ ADDITIONAL CONDITION

This is one of the most important principles of the damage system.

A Damage Type tells you:

WHAT KIND OF DAMAGE THE EFFECT DEALS

It does not automatically tell you:

WHAT EXTRA EFFECT OCCURS

For example:

An attack might deal:

12 FIRE DAMAGE

If its description says nothing else:

the basic result is simply:

12 FIRE DAMAGE

You don't automatically add:

  • Burning

  • ongoing damage

  • fear

  • loss of movement

unless another rule specifies those effects.


WHY THE TYPE STILL MATTERS

Although Damage Types have no independent rules, they become mechanically important when another rule refers to them.

For example, a creature or object might interact differently with:

  • Fire damage

  • Cold damage

  • Poison damage

  • Psychic damage

  • another type

The most important examples are:

RESISTANCE

VULNERABILITY

and:

IMMUNITY

which we will study fully in Lesson 26.


THE 13 DAMAGE TYPES

The SRD 5.2.1 contains:

13 DAMAGE TYPES

They are:

  1. Acid

  2. Bludgeoning

  3. Cold

  4. Fire

  5. Force

  6. Lightning

  7. Necrotic

  8. Piercing

  9. Poison

  10. Psychic

  11. Radiant

  12. Slashing

  13. Thunder

The SRD provides illustrative examples for each one to help the GM understand what kind of harm the type represents and to assign an appropriate type to new effects.


COMPLETE DAMAGE TYPE TABLE

Damage Type SRD Examples
Acid Corrosive liquids, digestive enzymes
Bludgeoning Blunt objects, constriction, falling
Cold Freezing water, icy blasts
Fire Flames, unbearable heat
Force Pure magical energy
Lightning Electricity
Necrotic Life-draining energy
Piercing Fangs, puncturing objects
Poison Toxic gas, venom
Psychic Mind-rending energy
Radiant Holy energy, searing radiation
Slashing Claws, cutting objects
Thunder Concussive sound

 

Now let's examine each type individually.


1. ACID DAMAGE

ACID

represents corrosive harm.

The SRD gives examples such as:

CORROSIVE LIQUIDS

and:

DIGESTIVE ENZYMES

 


ACID EXAMPLE

A creature is exposed to a corrosive substance.

The effect says:

10 ACID DAMAGE

If no other rule modifies that damage:

subtract:

10 HP

from the target.

The word Acid identifies the Damage Type.


ACID DOES NOT AUTOMATICALLY CONTINUE DEALING DAMAGE

An Acid effect doesn't automatically deal damage again on later turns.

If an effect is supposed to continue corroding the target:

ITS RULE MUST SAY SO.


ACID AND OBJECTS

A corrosive effect may also be able to damage an object if the effect's targeting rules permit it.

Whether the object has a special interaction with Acid depends on:

OTHER RULES

not on the Acid Damage Type alone.


2. BLUDGEONING DAMAGE

BLUDGEONING

represents harm from blunt physical force.

The SRD gives:

  • blunt objects

  • constriction

  • falling

as examples.


COMMON BLUDGEONING EXAMPLES

Within the SRD's framing, Bludgeoning can represent damage caused by things such as:

  • a blunt impact

  • being crushed or constricted

  • striking the ground after a fall


FALL DAMAGE

You already learned that falling normally deals:

BLUDGEONING DAMAGE

This connects directly with the SRD's Damage Type table, which identifies falling as an example of Bludgeoning harm.


UNARMED STRIKE

You also learned that the standard damaging option of an Unarmed Strike deals:

BLUDGEONING DAMAGE

So a punch or kick can produce the same Damage Type used for many other forms of blunt physical harm.


BLUDGEONING DOES NOT AUTOMATICALLY PUSH OR KNOCK PRONE

Even if an attack represents a powerful impact:

BLUDGEONING DAMAGE ALONE DOES NOT AUTOMATICALLY SHOVE THE TARGET

or make it Prone.

Those effects require:

THEIR OWN RULES.


3. COLD DAMAGE

COLD

represents harmful freezing or extreme cold.

The SRD gives:

FREEZING WATER

and:

ICY BLASTS

as examples.


COLD EXAMPLE

An effect deals:

14 COLD DAMAGE

The target loses 14 Hit Points unless another rule modifies the damage.

The type is:

COLD


COLD DOES NOT AUTOMATICALLY FREEZE A CREATURE

Cold damage doesn't automatically:

  • immobilize

  • reduce Speed

  • make the creature Prone

  • prevent Actions

If a particular Cold effect also slows or freezes a target:

THE EFFECT MUST SAY SO.


4. FIRE DAMAGE

FIRE

represents harm from:

FLAMES

and:

UNBEARABLE HEAT

 


FIRE EXAMPLE

A creature is caught in a burst of flame.

Damage:

18 FIRE

If no additional rule applies:

subtract 18 from its Hit Points.


FIRE DAMAGE IS NOT THE SAME AS THE BURNING HAZARD

This distinction is essential.

You previously learned the:

BURNING HAZARD

which has its own rules for ongoing Fire damage.

But simply taking:

FIRE DAMAGE

does not automatically give you the Burning hazard.

A particular effect must say that the target catches fire or otherwise becomes subject to an ongoing effect.


UNDERWATER FIRE DAMAGE

You also learned one example of another rule interacting with a Damage Type:

ANYTHING UNDERWATER HAS RESISTANCE TO FIRE DAMAGE

That is not a property built into Fire damage itself.

It is:

A SEPARATE UNDERWATER COMBAT RULE

which references the Fire Damage Type.

This perfectly illustrates why Damage Types matter even though they have no independent rules.


5. FORCE DAMAGE

FORCE

represents:

PURE MAGICAL ENERGY

according to the SRD.


FORCE DOES NOT MEAN ORDINARY PHYSICAL FORCE

This distinction is important.

The SRD specifically characterizes Force as:

PURE MAGICAL ENERGY

It is not simply another word for:

  • being punched

  • being pushed

  • being hit by a heavy object

Those forms of physical impact may instead use another Damage Type, such as Bludgeoning, depending on the rule creating the damage.


FORCE EXAMPLE

A magical effect says:

11 FORCE DAMAGE

That damage is classified as magical-energy harm under the SRD's Damage Type examples.


FORCE DAMAGE DOES NOT AUTOMATICALLY PUSH

The name can be misleading.

FORCE DAMAGE ≠ AUTOMATIC FORCED MOVEMENT

A Force-damage effect moves a target only if its rules also say that it moves the target.


6. LIGHTNING DAMAGE

LIGHTNING

represents:

ELECTRICITY

 


LIGHTNING EXAMPLE

An electrical effect deals:

16 LIGHTNING DAMAGE

Unless another rule modifies it:

the target loses:

16 HP


LIGHTNING DOES NOT AUTOMATICALLY STUN

Electricity in fiction can have many effects.

But the Lightning Damage Type itself does not automatically impose:

  • Stunned

  • Incapacitated

  • Prone

  • loss of Reaction

A specific effect must provide those mechanics.


7. NECROTIC DAMAGE

NECROTIC

represents:

LIFE-DRAINING ENERGY

 


NECROTIC EXAMPLE

A supernatural effect drains life and deals:

20 NECROTIC DAMAGE

That damage reduces Hit Points normally unless another rule modifies it.


NECROTIC DAMAGE DOES NOT AUTOMATICALLY REDUCE MAXIMUM HP

This is another distinction worth remembering.

An effect dealing Necrotic damage does not automatically reduce:

HIT POINT MAXIMUM

If an effect both:

  • deals Necrotic damage

  • reduces maximum Hit Points

the second effect must be stated separately.


8. PIERCING DAMAGE

PIERCING

represents puncturing physical harm.

The SRD gives:

FANGS

and:

PUNCTURING OBJECTS

as examples.


PIERCING EXAMPLES

Piercing can represent damage from things that penetrate or puncture, according to the effect or weapon involved.

Examples in the Damage Type table include:

  • fangs

  • puncturing objects


PIERCING AND UNDERWATER COMBAT

You already encountered an important interaction.

When making a melee weapon attack underwater without a Swim Speed, the usual underwater Disadvantage does not apply if the weapon deals:

PIERCING DAMAGE

That isn't an inherent general property of Piercing.

It is:

A SPECIFIC UNDERWATER COMBAT RULE

that refers to the Damage Type.

Again:

DAMAGE TYPES MATTER WHEN OTHER RULES REFER TO THEM.


9. POISON DAMAGE

POISON

represents toxic harm.

The SRD gives:

TOXIC GAS

and:

VENOM

as examples.


POISON DAMAGE VS. POISONED CONDITION

These are:

NOT THE SAME THING

This is one of the most important terminology distinctions in the entire damage system.

POISON DAMAGE

is a Damage Type.

POISONED

is a condition.

Taking Poison damage does not automatically give you the Poisoned condition.

An effect must specifically say that it imposes:

POISONED

if that condition is meant to occur.


EXAMPLE

Effect A says:

12 POISON DAMAGE

Result:

12 Poison damage.

Effect B says:

12 POISON DAMAGE AND THE POISONED CONDITION

Now both mechanics apply.

They are separate.


10. PSYCHIC DAMAGE

PSYCHIC

represents:

MIND-RENDING ENERGY

 


PSYCHIC EXAMPLE

A harmful mental effect deals:

15 PSYCHIC DAMAGE

The target loses Hit Points normally unless another rule modifies that damage.


PSYCHIC DAMAGE DOES NOT AUTOMATICALLY CONTROL THE MIND

Psychic damage itself does not automatically:

  • Charm

  • Frighten

  • Stun

  • dominate

  • alter memories

Those are separate effects.

A particular rule can combine Psychic damage with one of them, but:

THE DAMAGE TYPE ALONE DOESN'T DO SO.


11. RADIANT DAMAGE

RADIANT

is represented in the SRD by:

HOLY ENERGY

and:

SEARING RADIATION

 


RADIANT EXAMPLE

An effect deals:

17 RADIANT DAMAGE

The target loses 17 HP unless another rule changes the damage.


RADIANT DOES NOT AUTOMATICALLY DEAL EXTRA DAMAGE TO UNDEAD

This is an important general principle.

The Damage Type itself does not say:

“Radiant deals double damage to Undead.”

If a particular creature has:

  • Vulnerability

  • Resistance

  • Immunity

  • another special reaction

to Radiant damage, that information comes from:

THAT CREATURE'S OR EFFECT'S RULES.

Don't invent a universal interaction simply from the Damage Type's name.


12. SLASHING DAMAGE

SLASHING

represents cutting harm.

The SRD gives:

CLAWS

and:

CUTTING OBJECTS

as examples.


SLASHING EXAMPLE

An attack from a cutting weapon deals:

9 SLASHING DAMAGE

Unless another rule modifies it:

the target loses:

9 HP


SLASHING DOES NOT AUTOMATICALLY CAUSE BLEEDING

The Damage Type does not automatically create:

  • ongoing damage

  • blood loss

  • reduced maximum HP

If a particular Slashing attack causes such an effect:

ITS DESCRIPTION MUST SAY SO.


13. THUNDER DAMAGE

THUNDER

represents:

CONCUSSIVE SOUND

 


THUNDER IS NOT LIGHTNING

These are two separate Damage Types.

Lightning

ELECTRICITY

Thunder

CONCUSSIVE SOUND

 

This distinction is especially important in fantasy games because an effect involving a storm might potentially use one or both depending on its rules.


THUNDER EXAMPLE

A violent magical sound deals:

12 THUNDER DAMAGE

That represents harmful concussive sound.


THUNDER DOES NOT AUTOMATICALLY DEAFEN

Although the Damage Type represents concussive sound:

THUNDER DAMAGE ALONE DOESN'T AUTOMATICALLY GIVE THE DEAFENED CONDITION

A particular effect must specifically say that the target becomes Deafened.


PHYSICAL DAMAGE TYPES

A useful practical grouping is:

BLUDGEONING

PIERCING

SLASHING

These three commonly describe physical weapon-like forms of harm.

The SRD's examples distinguish them by the nature of the injury:

Bludgeoning

Blunt impacts, constriction, falling.

Piercing

Fangs and puncturing objects.

Slashing

Claws and cutting objects.


THIS GROUPING DOES NOT CREATE AN EXTRA RULE

Calling these “physical” for learning purposes does not create a new SRD mechanic.

The actual rules still refer to the individual types:

BLUDGEONING

PIERCING

SLASHING

If a rule affects one, two, or all three, it says so.


ENERGY-LIKE AND SUPERNATURAL DAMAGE TYPES

The SRD's examples also describe various nonphysical or supernatural forms of harm, including:

  • Cold

  • Fire

  • Force

  • Lightning

  • Necrotic

  • Poison

  • Psychic

  • Radiant

  • Thunder

But again:

THE OFFICIAL MECHANICAL IDENTITY IS THE SPECIFIC DAMAGE TYPE

not a broader category we invent for convenience.


ONE ATTACK CAN DEAL MORE THAN ONE DAMAGE TYPE

A specific attack or effect can contain multiple damage components if its rules say so.

For example, an attack could potentially state that it deals:

ONE AMOUNT OF PIERCING DAMAGE

plus:

ANOTHER AMOUNT OF ACID DAMAGE

Each instance keeps its specified type.

This becomes especially important when we study Resistance, Vulnerability, and Immunity.


EXAMPLE

An attack deals:

8 Piercing damage

plus:

5 Poison damage

These are not automatically combined into a single typeless:

13 damage

They are two typed damage components:

8 PIERCING

5 POISON

If another rule interacts differently with Piercing and Poison, each type matters.


DAMAGE TYPES AND OBJECTS

You learned in Lesson 15 that objects can interact differently with different Damage Types.

The SRD specifically provides an example that:

BLUDGEONING

can be useful for smashing things but not for cutting them.

It also says the GM might give paper or cloth objects:

VULNERABILITY TO FIRE DAMAGE

and ordinary objects have Immunity to:

POISON

and:

PSYCHIC DAMAGE

 

This demonstrates one reason the Damage Type label matters.


DAMAGE TYPE DOES NOT CHANGE THE DAMAGE ROLL BY ITSELF

Suppose two effects both deal:

10 DAMAGE

One is:

10 Fire

The other:

10 Cold

If the target has no other rule interacting with either type:

both reduce the target's Hit Points by:

10

The Damage Type alone does not change the number.


WHEN DAMAGE TYPES BECOME MECHANICALLY DIFFERENT

Suppose instead that another rule says the target interacts differently with Fire.

Now:

THE DAMAGE TYPE MATTERS

because the other rule checks whether the damage is:

FIRE

This is the central purpose of typed damage.


DAMAGE TYPES ARE LABELS OTHER RULES CAN REFERENCE

Think of Damage Type as a mechanical label attached to an instance of damage.

For example:

18 Fire damage

contains two pieces of information:

Amount

18

Type

FIRE

The amount tells you:

HOW MUCH

The type tells other rules:

WHAT KIND


GM ASSIGNING A DAMAGE TYPE

The SRD specifically says its Damage Types table provides examples to help the GM:

ASSIGN A TYPE TO A NEW EFFECT

 

For example, if the GM needs to classify harm from a newly improvised environmental effect, the table provides conceptual guidance.


EXAMPLE — CORROSIVE EFFECT

New effect:

a corrosive substance.

The table associates:

corrosive liquids

with:

ACID

So Acid is a natural type for the GM to consider.


EXAMPLE — FALLING OBJECT

A heavy blunt object strikes a creature.

The table associates:

blunt objects

with:

BLUDGEONING


EXAMPLE — ELECTRICAL EFFECT

A magical phenomenon produces electricity.

The table associates:

ELECTRICITY

with:

LIGHTNING DAMAGE


EXAMPLE — CONCUSSIVE SOUND

A supernatural sonic blast harms creatures through concussive sound.

The table associates:

CONCUSSIVE SOUND

with:

THUNDER DAMAGE

 


DON'T CHANGE AN EXISTING EFFECT'S TYPE JUST BECAUSE ANOTHER TYPE SEEMS LOGICAL

When an existing SRD rule already says:

FIRE DAMAGE

use Fire.

If it says:

FORCE DAMAGE

use Force.

The GM-assignment guidance is useful when assigning a type to:

A NEW EFFECT

It is not permission to casually replace the Damage Type specified by an existing rule.


DAMAGE TYPE VS. DAMAGE SOURCE

Another important distinction:

SOURCE

and:

TYPE

are not the same thing.

A spell is a source.

A weapon is a source.

A monster ability is a source.

A hazard is a source.

The damage produced by that source then has a:

DAMAGE TYPE


EXAMPLE

Source:

SPELL

Damage:

FIRE

Another spell might instead deal:

COLD

or:

FORCE

So “spell damage” is not itself one of the 13 Damage Types.


“MAGICAL DAMAGE” IS NOT ONE OF THE 13 DAMAGE TYPES

The official Damage Type table does not contain:

MAGICAL

as a Damage Type.

Similarly, it does not contain:

PHYSICAL

as a single Damage Type.

The actual listed types are the 13 specific types in the table.


FORCE IS NOT A GENERIC NAME FOR ALL MAGIC DAMAGE

This is worth emphasizing.

Force is one specific Damage Type:

PURE MAGICAL ENERGY

A Fire spell can still deal:

FIRE DAMAGE

A Cold spell can deal:

COLD DAMAGE

A spell being magical does not automatically make its damage:

FORCE


POISON DAMAGE IS NOT NECESSARILY A POISON ITEM

Likewise:

POISON DAMAGE

is a Damage Type.

A poison as an item or hazard may have its own:

  • exposure method

  • Saving Throw

  • duration

  • additional effects

Those systems appear later in the course.

The Damage Type itself only identifies:

THE KIND OF DAMAGE


COMPLETE EXAMPLE — MULTIPLE DAMAGE TYPES

A monster attack deals:

9 PIERCING DAMAGE

plus:

7 ACID DAMAGE

Target current HP:

40

If the target has no special interaction with either Damage Type:

Total damage:

9 + 7 = 16

New HP:

24

But the two components remain conceptually distinct because another rule might treat them differently.


COMPLETE EXAMPLE — TYPE WITH A SPECIAL EFFECT

An attack says:

Hit: 10 Fire damage, and the target has another stated effect.

Resolve:

DAMAGE

10 FIRE

Then:

ADDITIONAL EFFECT

resolve exactly as the attack describes.

Do not assume the additional effect exists merely because the type is Fire.

It exists because:

THE ATTACK SAYS SO.


COMPLETE EXAMPLE — SAME DAMAGE, DIFFERENT TYPE

Effect A:

15 FIRE DAMAGE

Effect B:

15 COLD DAMAGE

Against an ordinary target with no relevant defenses:

each reduces HP by:

15

Against a target whose rules specifically interact with one of those Damage Types:

the results may differ.

That interaction belongs to Lesson 26.


DAMAGE TYPES — MEMORY GUIDE

ACID

CORROSION

Corrosive liquids, digestive enzymes.


BLUDGEONING

BLUNT FORCE

Blunt objects, constriction, falling.


COLD

FREEZING

Freezing water, icy blasts.


FIRE

FLAME AND HEAT

Flames, unbearable heat.


FORCE

PURE MAGICAL ENERGY


LIGHTNING

ELECTRICITY


NECROTIC

LIFE-DRAINING ENERGY


PIERCING

PUNCTURING

Fangs, puncturing objects.


POISON

TOXICITY

Toxic gas, venom.


PSYCHIC

MIND-RENDING ENERGY


RADIANT

HOLY ENERGY / SEARING RADIATION


SLASHING

CUTTING

Claws, cutting objects.


THUNDER

CONCUSSIVE SOUND

 


PRACTICAL DAMAGE-TYPE CHECKLIST

Whenever damage occurs, ask:

1. HOW MUCH DAMAGE?

Example:

18


2. WHAT DAMAGE TYPE?

Example:

Fire

So the complete damage is:

18 FIRE DAMAGE


3. DOES THE EFFECT HAVE ANY ADDITIONAL RULE?

Does it:

  • impose a condition?

  • move the target?

  • create ongoing damage?

  • trigger another effect?

Only apply those things if the rule says so.


4. DOES THE TARGET HAVE A RULE THAT REFERENCES THIS DAMAGE TYPE?

That may include concepts such as:

  • Resistance

  • Vulnerability

  • Immunity

We will study those next.


5. ARE THERE MULTIPLE DAMAGE TYPES?

If so:

KEEP THEM DISTINCT

because different defensive rules may interact with each one differently.


COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING EVERY DAMAGE TYPE HAS ITS OWN AUTOMATIC EFFECT

The SRD explicitly says:

DAMAGE TYPES HAVE NO RULES OF THEIR OWN

 


MISTAKE 2 — AUTOMATICALLY MAKING FIRE DAMAGE CAUSE BURNING

Fire damage and the Burning hazard are separate mechanics.


MISTAKE 3 — AUTOMATICALLY MAKING COLD DAMAGE REDUCE SPEED

Cold damage does not do that unless another rule says so.


MISTAKE 4 — AUTOMATICALLY MAKING LIGHTNING DAMAGE STUN

Lightning represents electricity, but the Damage Type itself doesn't impose Stunned.


MISTAKE 5 — THINKING FORCE MEANS BLUNT PHYSICAL FORCE

The SRD describes Force as:

PURE MAGICAL ENERGY

 


MISTAKE 6 — CONFUSING POISON DAMAGE WITH THE POISONED CONDITION

They are separate game concepts.


MISTAKE 7 — CONFUSING THUNDER WITH LIGHTNING

Lightning

ELECTRICITY

Thunder

CONCUSSIVE SOUND

 


MISTAKE 8 — AUTOMATICALLY GIVING RADIANT DAMAGE A BONUS AGAINST CERTAIN CREATURES

Radiant has no universal extra damage rule by itself.

Check the target's actual rules.


MISTAKE 9 — AUTOMATICALLY MAKING SLASHING DAMAGE CAUSE BLEEDING

Slashing is a Damage Type.

Ongoing bleeding requires a separate rule.


MISTAKE 10 — CALLING “MAGICAL” A DAMAGE TYPE

The SRD's Damage Types table does not include:

MAGICAL DAMAGE

Use the actual type specified by the effect.


MISTAKE 11 — TREATING ALL WEAPON DAMAGE AS ONE “PHYSICAL” TYPE

Weapons can deal specific types such as:

  • Bludgeoning

  • Piercing

  • Slashing

Use the specified type.


MISTAKE 12 — MERGING MULTIPLE DAMAGE TYPES TOO EARLY

If an attack deals:

8 Piercing + 5 Poison

keep those types separate when applying rules that might interact with them differently.


LESSON 25 — KEY TAKEAWAYS

DAMAGE

Represents harm that causes:

LOSS OF HIT POINTS

 


EVERY INSTANCE OF DAMAGE HAS A TYPE

Examples include:

FIRE

SLASHING

and the other types in the SRD table.


DAMAGE TYPES HAVE

NO RULES OF THEIR OWN

They matter because:

OTHER RULES REFER TO THEM

 


THE 13 DAMAGE TYPES ARE

ACID

Corrosive liquids, digestive enzymes.

BLUDGEONING

Blunt objects, constriction, falling.

COLD

Freezing water, icy blasts.

FIRE

Flames, unbearable heat.

FORCE

Pure magical energy.

LIGHTNING

Electricity.

NECROTIC

Life-draining energy.

PIERCING

Fangs, puncturing objects.

POISON

Toxic gas, venom.

PSYCHIC

Mind-rending energy.

RADIANT

Holy energy, searing radiation.

SLASHING

Claws, cutting objects.

THUNDER

Concussive sound.

 


TYPE AND ADDITIONAL EFFECT ARE SEPARATE

Fire doesn't automatically Burn.

Cold doesn't automatically slow.

Lightning doesn't automatically Stun.

Poison damage doesn't automatically impose Poisoned.

Thunder doesn't automatically Deafened.

Slashing doesn't automatically cause ongoing bleeding.

A rule must explicitly create those additional effects.


DIFFERENT DAMAGE COMPONENTS CAN KEEP DIFFERENT TYPES

Example:

8 PIERCING + 5 POISON

This distinction matters when another rule interacts with one type but not another.


THE DAMAGE TYPE TABLE ALSO GUIDES GMS

Its examples can help the GM assign an appropriate Damage Type to:

A NEW EFFECT

 


NEXT LESSON

LESSON 26 — RESISTANCE, VULNERABILITY, AND IMMUNITY

You now know all 13 Damage Types.

Next we learn why those labels can become mechanically crucial.

In Lesson 26, we will study:

RESISTANCE

  • halving damage

  • rounding down

  • Resistance to specific Damage Types

  • Resistance to all damage

VULNERABILITY

  • doubling damage

  • how Vulnerability changes the final amount

IMMUNITY

  • taking no damage from an immune Damage Type

  • condition Immunity

NO STACKING

  • why multiple Resistances to the same Damage Type don't repeatedly halve damage

  • why multiple Vulnerabilities don't repeatedly double it

ORDER OF APPLICATION

We will learn the SRD's exact sequence:

  1. adjustments, bonuses, penalties, and multipliers

  2. Resistance

  3. Vulnerability

including the SRD's worked example involving:

28 FIRE DAMAGE

−5 DAMAGE ADJUSTMENT

RESISTANCE

and:

VULNERABILITY

This is where understanding Damage Types becomes essential.


SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.