Damage Type Groups (5e Variant Rule)

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Grouped Damage Types[edit]

Ever heard someone refer to "physical damage" in D&D 5E? This page isn't so much a change to mechanics as is a way to conveniently group together damage types for reference.

Physical[edit]

The three physical damage types are bludgeoning, piercing, and slashing. Barbarians get resistance to physical damage from their rage feature.

Chromatic[edit]

There are six chromatic damage types: acid, cold, fire, lightning, poison, and thunder. Sorcerers can use the transmuted spell[1] metamagic to switch the damage type of a chromatic spell to another chromatic damage type. See also: chromatic orb.

Polar[edit]

There are two polar damage types: radiant and necrotic, which channel positive and negative energy to do harm respectively.

Force and Psychic[edit]

The two outliers. In a way, force and psychic damage can be seen as opposites of each other.

Elemental, Storm[edit]

Thunder and lightning damage. Optionally wind and water damage as well.

Elemental, Fire and Water/Ice[edit]

Cold, fire and water damage.

Common[edit]

Common damage types are bludgeoning, piercing, slashing, poison, fire.

Uncommon[edit]

Uncommon damage types are cold, lightning, acid, and necrotic.

Rare[edit]

Rare damage types are thunder, psychic, radiant, and force.

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  1. Tasha's Cauldron of Everything pp. 66