Does every damage type have a way to deal nonmagical damage?

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The damage types are as follows:



  • Acid

  • Cold

  • Fire

  • Force

  • Lightning

  • Necrotic

  • Poison

  • Psychic

  • Radiant

  • Thunder

  • Bludgeoning

  • Piercing

  • Slashing

The last three are the damage types that are given to the weapons listed in the PHB. As such, it is easy to deal nonmagical damage of those types.



But what about the other damage types? I am guessing the DMG specifies a certain amount of fire damage you take if you are standing in a fire, which I assume would be nonmagical.



Are there any official examples in published materials of nonmagical things that would deal damage of these other types?










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  • Do monster attacks count?
    – Mark Wells
    37 mins ago










  • Sure, if they are not considered magical attacks
    – Nacht
    35 mins ago
















up vote
2
down vote

favorite












The damage types are as follows:



  • Acid

  • Cold

  • Fire

  • Force

  • Lightning

  • Necrotic

  • Poison

  • Psychic

  • Radiant

  • Thunder

  • Bludgeoning

  • Piercing

  • Slashing

The last three are the damage types that are given to the weapons listed in the PHB. As such, it is easy to deal nonmagical damage of those types.



But what about the other damage types? I am guessing the DMG specifies a certain amount of fire damage you take if you are standing in a fire, which I assume would be nonmagical.



Are there any official examples in published materials of nonmagical things that would deal damage of these other types?










share|improve this question





















  • Do monster attacks count?
    – Mark Wells
    37 mins ago










  • Sure, if they are not considered magical attacks
    – Nacht
    35 mins ago












up vote
2
down vote

favorite









up vote
2
down vote

favorite











The damage types are as follows:



  • Acid

  • Cold

  • Fire

  • Force

  • Lightning

  • Necrotic

  • Poison

  • Psychic

  • Radiant

  • Thunder

  • Bludgeoning

  • Piercing

  • Slashing

The last three are the damage types that are given to the weapons listed in the PHB. As such, it is easy to deal nonmagical damage of those types.



But what about the other damage types? I am guessing the DMG specifies a certain amount of fire damage you take if you are standing in a fire, which I assume would be nonmagical.



Are there any official examples in published materials of nonmagical things that would deal damage of these other types?










share|improve this question













The damage types are as follows:



  • Acid

  • Cold

  • Fire

  • Force

  • Lightning

  • Necrotic

  • Poison

  • Psychic

  • Radiant

  • Thunder

  • Bludgeoning

  • Piercing

  • Slashing

The last three are the damage types that are given to the weapons listed in the PHB. As such, it is easy to deal nonmagical damage of those types.



But what about the other damage types? I am guessing the DMG specifies a certain amount of fire damage you take if you are standing in a fire, which I assume would be nonmagical.



Are there any official examples in published materials of nonmagical things that would deal damage of these other types?







dnd-5e damage-types






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asked 50 mins ago









Nacht

448214




448214











  • Do monster attacks count?
    – Mark Wells
    37 mins ago










  • Sure, if they are not considered magical attacks
    – Nacht
    35 mins ago
















  • Do monster attacks count?
    – Mark Wells
    37 mins ago










  • Sure, if they are not considered magical attacks
    – Nacht
    35 mins ago















Do monster attacks count?
– Mark Wells
37 mins ago




Do monster attacks count?
– Mark Wells
37 mins ago












Sure, if they are not considered magical attacks
– Nacht
35 mins ago




Sure, if they are not considered magical attacks
– Nacht
35 mins ago










3 Answers
3






active

oldest

votes

















up vote
4
down vote













Yes



There's at least one for each:



  • Force


    • Incorporeal Movement: The ghost can move through other creatures and Objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.




  • Radiant


    • Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack rolls and Ability Checks.




  • Necrotic


    • [Vampire Spawn] Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is Grappled by the Vampire, Incapacitated, or Restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage.




  • Psychic


    • Mind Flayer Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage.




  • Thunder


    • Thunder Monger: At 3rd level, you [an artificer who selects the gunsmith specialization] learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon
      that deals an extra 1d6 thunder damage on a hit.




  • Lightning, Fire, Acid, Poison, and Cold


    • [Dragon] Breath (Recharge 5-6): The dragon exhales [element] in a [template]. Each creature in that line must make a [age-dependent] [Dexterity or Constitution] saving throw, taking [amount] [element] damage on a failed save, or half as much damage on a successful one.








share|improve this answer





























    up vote
    2
    down vote













    Yes, plenty



    For starters, almost all monster attacks would not be considered magical unless specifically stated. This means that Dragon Breath attacks will already scratch off a large percentage of your types. (Poison, cold, lightning, acid, fire.)



    Plenty of undead creatures will deal necrotic damage with their touch, celestials will often have a way of dealing radiant damage that is not classified as magical.



    Even players will be able to inflict these kinds of non-magical damage fairly easily. A torch will allow you to deal fire damage, and there are alchemical items you can buy to deal acid damage, for example.






    share|improve this answer



























      up vote
      -2
      down vote













      Many of these damage types can be dealt by nonmagical means.



      Acid damage can be caused by acid (obviously). A flask of acid is the most obvious means of achieving this (even though such concoctions are typically described as 'alchemical', its easy to assume this is nonmagical).



      Cold damage can be dealt by extreme cold environments.



      Fire by fire (as you said)



      Lightning damage could conceivably be dealt by getting hit by, well, lightning. Although the chances of this happening without magical means in a typical campaign setting is negligible. Although you may argue that getting hit by lightning is still nonmagical even if it occurs due to being in a more fantastical setting (like a Plane of Eternal Storms or something).



      Poison is also generally considered nonmagical, although magical poisons do exist. Many monsters have poisonous stings or bites, and this is usually considered nonmagical.



      Thunder damage, caused by a 'sonic attack', is another one that is conceivably nonmagical but it is hard to imagine any nonmagical means of producing such a thing in a fantasy setting.



      For the other types:



      Force is inherently magical.



      Necrotic and radiant being, in a sense, 'unholy' or 'holy' energy is also magical in nature as far as I'm aware.



      And lastly, Psychic is also clearly magical (or 'psionic' if you are differentiating but still magic to all intents and purposes).






      share|improve this answer
















      • 1




        Force damage isn't inherently magical. For example, the damage you take when you, a ghost, walk too far through solid matter is not magical in nature.
        – the dark wanderer
        16 mins ago










      Your Answer




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      3 Answers
      3






      active

      oldest

      votes








      3 Answers
      3






      active

      oldest

      votes









      active

      oldest

      votes






      active

      oldest

      votes








      up vote
      4
      down vote













      Yes



      There's at least one for each:



      • Force


        • Incorporeal Movement: The ghost can move through other creatures and Objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.




      • Radiant


        • Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack rolls and Ability Checks.




      • Necrotic


        • [Vampire Spawn] Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is Grappled by the Vampire, Incapacitated, or Restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage.




      • Psychic


        • Mind Flayer Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage.




      • Thunder


        • Thunder Monger: At 3rd level, you [an artificer who selects the gunsmith specialization] learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon
          that deals an extra 1d6 thunder damage on a hit.




      • Lightning, Fire, Acid, Poison, and Cold


        • [Dragon] Breath (Recharge 5-6): The dragon exhales [element] in a [template]. Each creature in that line must make a [age-dependent] [Dexterity or Constitution] saving throw, taking [amount] [element] damage on a failed save, or half as much damage on a successful one.








      share|improve this answer


























        up vote
        4
        down vote













        Yes



        There's at least one for each:



        • Force


          • Incorporeal Movement: The ghost can move through other creatures and Objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.




        • Radiant


          • Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack rolls and Ability Checks.




        • Necrotic


          • [Vampire Spawn] Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is Grappled by the Vampire, Incapacitated, or Restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage.




        • Psychic


          • Mind Flayer Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage.




        • Thunder


          • Thunder Monger: At 3rd level, you [an artificer who selects the gunsmith specialization] learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon
            that deals an extra 1d6 thunder damage on a hit.




        • Lightning, Fire, Acid, Poison, and Cold


          • [Dragon] Breath (Recharge 5-6): The dragon exhales [element] in a [template]. Each creature in that line must make a [age-dependent] [Dexterity or Constitution] saving throw, taking [amount] [element] damage on a failed save, or half as much damage on a successful one.








        share|improve this answer
























          up vote
          4
          down vote










          up vote
          4
          down vote









          Yes



          There's at least one for each:



          • Force


            • Incorporeal Movement: The ghost can move through other creatures and Objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.




          • Radiant


            • Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack rolls and Ability Checks.




          • Necrotic


            • [Vampire Spawn] Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is Grappled by the Vampire, Incapacitated, or Restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage.




          • Psychic


            • Mind Flayer Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage.




          • Thunder


            • Thunder Monger: At 3rd level, you [an artificer who selects the gunsmith specialization] learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon
              that deals an extra 1d6 thunder damage on a hit.




          • Lightning, Fire, Acid, Poison, and Cold


            • [Dragon] Breath (Recharge 5-6): The dragon exhales [element] in a [template]. Each creature in that line must make a [age-dependent] [Dexterity or Constitution] saving throw, taking [amount] [element] damage on a failed save, or half as much damage on a successful one.








          share|improve this answer














          Yes



          There's at least one for each:



          • Force


            • Incorporeal Movement: The ghost can move through other creatures and Objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.




          • Radiant


            • Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on Attack rolls and Ability Checks.




          • Necrotic


            • [Vampire Spawn] Bite: Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is Grappled by the Vampire, Incapacitated, or Restrained. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage.




          • Psychic


            • Mind Flayer Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage.




          • Thunder


            • Thunder Monger: At 3rd level, you [an artificer who selects the gunsmith specialization] learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon
              that deals an extra 1d6 thunder damage on a hit.




          • Lightning, Fire, Acid, Poison, and Cold


            • [Dragon] Breath (Recharge 5-6): The dragon exhales [element] in a [template]. Each creature in that line must make a [age-dependent] [Dexterity or Constitution] saving throw, taking [amount] [element] damage on a failed save, or half as much damage on a successful one.









          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited 6 mins ago

























          answered 18 mins ago









          the dark wanderer

          36.3k292191




          36.3k292191






















              up vote
              2
              down vote













              Yes, plenty



              For starters, almost all monster attacks would not be considered magical unless specifically stated. This means that Dragon Breath attacks will already scratch off a large percentage of your types. (Poison, cold, lightning, acid, fire.)



              Plenty of undead creatures will deal necrotic damage with their touch, celestials will often have a way of dealing radiant damage that is not classified as magical.



              Even players will be able to inflict these kinds of non-magical damage fairly easily. A torch will allow you to deal fire damage, and there are alchemical items you can buy to deal acid damage, for example.






              share|improve this answer
























                up vote
                2
                down vote













                Yes, plenty



                For starters, almost all monster attacks would not be considered magical unless specifically stated. This means that Dragon Breath attacks will already scratch off a large percentage of your types. (Poison, cold, lightning, acid, fire.)



                Plenty of undead creatures will deal necrotic damage with their touch, celestials will often have a way of dealing radiant damage that is not classified as magical.



                Even players will be able to inflict these kinds of non-magical damage fairly easily. A torch will allow you to deal fire damage, and there are alchemical items you can buy to deal acid damage, for example.






                share|improve this answer






















                  up vote
                  2
                  down vote










                  up vote
                  2
                  down vote









                  Yes, plenty



                  For starters, almost all monster attacks would not be considered magical unless specifically stated. This means that Dragon Breath attacks will already scratch off a large percentage of your types. (Poison, cold, lightning, acid, fire.)



                  Plenty of undead creatures will deal necrotic damage with their touch, celestials will often have a way of dealing radiant damage that is not classified as magical.



                  Even players will be able to inflict these kinds of non-magical damage fairly easily. A torch will allow you to deal fire damage, and there are alchemical items you can buy to deal acid damage, for example.






                  share|improve this answer












                  Yes, plenty



                  For starters, almost all monster attacks would not be considered magical unless specifically stated. This means that Dragon Breath attacks will already scratch off a large percentage of your types. (Poison, cold, lightning, acid, fire.)



                  Plenty of undead creatures will deal necrotic damage with their touch, celestials will often have a way of dealing radiant damage that is not classified as magical.



                  Even players will be able to inflict these kinds of non-magical damage fairly easily. A torch will allow you to deal fire damage, and there are alchemical items you can buy to deal acid damage, for example.







                  share|improve this answer












                  share|improve this answer



                  share|improve this answer










                  answered 23 mins ago









                  Theik

                  7,8543051




                  7,8543051




















                      up vote
                      -2
                      down vote













                      Many of these damage types can be dealt by nonmagical means.



                      Acid damage can be caused by acid (obviously). A flask of acid is the most obvious means of achieving this (even though such concoctions are typically described as 'alchemical', its easy to assume this is nonmagical).



                      Cold damage can be dealt by extreme cold environments.



                      Fire by fire (as you said)



                      Lightning damage could conceivably be dealt by getting hit by, well, lightning. Although the chances of this happening without magical means in a typical campaign setting is negligible. Although you may argue that getting hit by lightning is still nonmagical even if it occurs due to being in a more fantastical setting (like a Plane of Eternal Storms or something).



                      Poison is also generally considered nonmagical, although magical poisons do exist. Many monsters have poisonous stings or bites, and this is usually considered nonmagical.



                      Thunder damage, caused by a 'sonic attack', is another one that is conceivably nonmagical but it is hard to imagine any nonmagical means of producing such a thing in a fantasy setting.



                      For the other types:



                      Force is inherently magical.



                      Necrotic and radiant being, in a sense, 'unholy' or 'holy' energy is also magical in nature as far as I'm aware.



                      And lastly, Psychic is also clearly magical (or 'psionic' if you are differentiating but still magic to all intents and purposes).






                      share|improve this answer
















                      • 1




                        Force damage isn't inherently magical. For example, the damage you take when you, a ghost, walk too far through solid matter is not magical in nature.
                        – the dark wanderer
                        16 mins ago














                      up vote
                      -2
                      down vote













                      Many of these damage types can be dealt by nonmagical means.



                      Acid damage can be caused by acid (obviously). A flask of acid is the most obvious means of achieving this (even though such concoctions are typically described as 'alchemical', its easy to assume this is nonmagical).



                      Cold damage can be dealt by extreme cold environments.



                      Fire by fire (as you said)



                      Lightning damage could conceivably be dealt by getting hit by, well, lightning. Although the chances of this happening without magical means in a typical campaign setting is negligible. Although you may argue that getting hit by lightning is still nonmagical even if it occurs due to being in a more fantastical setting (like a Plane of Eternal Storms or something).



                      Poison is also generally considered nonmagical, although magical poisons do exist. Many monsters have poisonous stings or bites, and this is usually considered nonmagical.



                      Thunder damage, caused by a 'sonic attack', is another one that is conceivably nonmagical but it is hard to imagine any nonmagical means of producing such a thing in a fantasy setting.



                      For the other types:



                      Force is inherently magical.



                      Necrotic and radiant being, in a sense, 'unholy' or 'holy' energy is also magical in nature as far as I'm aware.



                      And lastly, Psychic is also clearly magical (or 'psionic' if you are differentiating but still magic to all intents and purposes).






                      share|improve this answer
















                      • 1




                        Force damage isn't inherently magical. For example, the damage you take when you, a ghost, walk too far through solid matter is not magical in nature.
                        – the dark wanderer
                        16 mins ago












                      up vote
                      -2
                      down vote










                      up vote
                      -2
                      down vote









                      Many of these damage types can be dealt by nonmagical means.



                      Acid damage can be caused by acid (obviously). A flask of acid is the most obvious means of achieving this (even though such concoctions are typically described as 'alchemical', its easy to assume this is nonmagical).



                      Cold damage can be dealt by extreme cold environments.



                      Fire by fire (as you said)



                      Lightning damage could conceivably be dealt by getting hit by, well, lightning. Although the chances of this happening without magical means in a typical campaign setting is negligible. Although you may argue that getting hit by lightning is still nonmagical even if it occurs due to being in a more fantastical setting (like a Plane of Eternal Storms or something).



                      Poison is also generally considered nonmagical, although magical poisons do exist. Many monsters have poisonous stings or bites, and this is usually considered nonmagical.



                      Thunder damage, caused by a 'sonic attack', is another one that is conceivably nonmagical but it is hard to imagine any nonmagical means of producing such a thing in a fantasy setting.



                      For the other types:



                      Force is inherently magical.



                      Necrotic and radiant being, in a sense, 'unholy' or 'holy' energy is also magical in nature as far as I'm aware.



                      And lastly, Psychic is also clearly magical (or 'psionic' if you are differentiating but still magic to all intents and purposes).






                      share|improve this answer












                      Many of these damage types can be dealt by nonmagical means.



                      Acid damage can be caused by acid (obviously). A flask of acid is the most obvious means of achieving this (even though such concoctions are typically described as 'alchemical', its easy to assume this is nonmagical).



                      Cold damage can be dealt by extreme cold environments.



                      Fire by fire (as you said)



                      Lightning damage could conceivably be dealt by getting hit by, well, lightning. Although the chances of this happening without magical means in a typical campaign setting is negligible. Although you may argue that getting hit by lightning is still nonmagical even if it occurs due to being in a more fantastical setting (like a Plane of Eternal Storms or something).



                      Poison is also generally considered nonmagical, although magical poisons do exist. Many monsters have poisonous stings or bites, and this is usually considered nonmagical.



                      Thunder damage, caused by a 'sonic attack', is another one that is conceivably nonmagical but it is hard to imagine any nonmagical means of producing such a thing in a fantasy setting.



                      For the other types:



                      Force is inherently magical.



                      Necrotic and radiant being, in a sense, 'unholy' or 'holy' energy is also magical in nature as far as I'm aware.



                      And lastly, Psychic is also clearly magical (or 'psionic' if you are differentiating but still magic to all intents and purposes).







                      share|improve this answer












                      share|improve this answer



                      share|improve this answer










                      answered 21 mins ago









                      PJRZ

                      5,3211332




                      5,3211332







                      • 1




                        Force damage isn't inherently magical. For example, the damage you take when you, a ghost, walk too far through solid matter is not magical in nature.
                        – the dark wanderer
                        16 mins ago












                      • 1




                        Force damage isn't inherently magical. For example, the damage you take when you, a ghost, walk too far through solid matter is not magical in nature.
                        – the dark wanderer
                        16 mins ago







                      1




                      1




                      Force damage isn't inherently magical. For example, the damage you take when you, a ghost, walk too far through solid matter is not magical in nature.
                      – the dark wanderer
                      16 mins ago




                      Force damage isn't inherently magical. For example, the damage you take when you, a ghost, walk too far through solid matter is not magical in nature.
                      – the dark wanderer
                      16 mins ago

















                       

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