Damage Type Groups (5e Variant Rule)
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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- ↑ Tasha's Cauldron of Everything pp. 66