Does every damage type have a way to deal nonmagical damage?
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up vote
2
down vote
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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?
dnd-5e damage-types
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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?
dnd-5e damage-types
Do monster attacks count?
– Mark Wells
37 mins ago
Sure, if they are not considered magical attacks
– Nacht
35 mins ago
add a comment |Â
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?
dnd-5e damage-types
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
dnd-5e damage-types
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
add a comment |Â
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
add a comment |Â
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.
add a comment |Â
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.
add a comment |Â
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).
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
add a comment |Â
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.
add a comment |Â
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.
add a comment |Â
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.
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.
edited 6 mins ago
answered 18 mins ago
the dark wanderer
36.3k292191
36.3k292191
add a comment |Â
add a comment |Â
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.
add a comment |Â
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.
add a comment |Â
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.
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.
answered 23 mins ago


Theik
7,8543051
7,8543051
add a comment |Â
add a comment |Â
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).
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
add a comment |Â
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).
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
add a comment |Â
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).
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).
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
add a comment |Â
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
add a comment |Â
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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