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:
-
Acid
-
Bludgeoning
-
Cold
-
Fire
-
Force
-
Lightning
-
Necrotic
-
Piercing
-
Poison
-
Psychic
-
Radiant
-
Slashing
-
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:
-
adjustments, bonuses, penalties, and multipliers
-
Resistance
-
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.