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For example, a creature made of fire magic may be doubly weak to cold damage, but might actually restore health when hit with Fireball. On the other hand, some characters receive buffs when dealing certain damage, such as the Celestial Warlock’s boost to fire and radiant spells. When traversing the Forgotten Realms, it’s important to be mindful of the type of damage players are dealing — and how its effects can vary.
Acid
Chemical burns are no joke. This damage type does what it says on the tin: a character or creature is harmed by acid touching their skin. To try and avoid this damage, players or NPCs may have to succeed on a Dexterity saving throw to dodge out of the way, or a Constitution save to try and withstand it.
Black dragons are perhaps the most notable example of acid damage, as their breath attack drenches opponents in corrosive liquid. Certain Evocation or Conjuration spells can also allow wizards or sorcerers to hurl acid at their foes, such as Acid Splash or Tasha’s Caustic Brew.
Bludgeoning
Being crushed, smashed, or beaten — bludgeoning damage refers to anything caused by blunt force trauma. Several weapon types can inflict bludgeoning damage, but players may also take this type of damage by falling from a height or being pushed into a wall.
When faced in battle, bludgeoning attacks almost always come from melee weapons, such as clubs, maces, and the like. In these cases, an attacker will have to roll against their target’s AC in order to land a blow. When it comes to a fall or a punch, however, a DM might ask a character to roll a Constitution save to see just how well they take the hit.
Cold
Frostbite and hypothermia are serious issues, and that’s where cold damage comes in. Dealt by ice spells, frosty creatures, or sometimes just exposure to the elements, resisting cold damage usually comes down to a Constitution save. However, some spells require targets to use a Dexterity save to dodge an incoming spear of ice or ball of magical snow.
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Cone of Cold, Ice Storm, and other Evocation spells allow various casting classes (mostly Druids, Wizards, and Sorcerers) to freeze their foes. White Dragons, meanwhile, cause devastating cold damage with their breath weapons.
Fire
Burning is one of the most painful sensations anyone can experience, and this applies in the Forgotten Realms as well. Fire spells, flaming arrows, being pushed into a pit of hot coals — any of these can cause a character to take fire damage. When attacked with a fire-based spell or attack, characters typically must make a Dexterity saving throw in an attempt to avoid it.
Fire damage is one of the most common types in 5e. One classic example is, of course, the Red Dragon, whose breath attack unleashes a cone of flame. Dozens of Evocation spells deal this damage type as well, including the ubiquitous Fireball.
Force
This damage type is one that’s often tricky for new D&D players to understand. It doesn’t involve being struck with a physical object, as that would be bludgeoning damage. Rather, force damage is the result of being struck with pure magical energy. It’s a good asset for any party to have in their pocket, as it is one of the least resisted types of damage in 5e.
Eldritch Blast is one of the most common spells that deals force damage, and a Paladin’s smite may deal this damage type as well. Most force-damaging spells require the user to make a ranged spell attack against their target’s AC.
Lightning
This damage type typically refers to electric shocks, often dealt by spells or enchanted weapons. In a campaign with a non-traditional D&D setting (say, a cyberpunk campaign), players may also take lightning damage by touching live wires or coming into contact with dangerous electrical equipment.
In 5e, lightning-based spells usually fall into the Evocation school, such as Chain Lightning. When targeted by a lightning-based spell attack, characters usually attempt a Dexterity save to dodge it. Lightning-based damage from other sources, however, may require a Constitution or other saving throw.
Necrotic
A solely magical damage type, necrotic damage often comes from spells that manipulate the forces of life and death. Most often, creatures targeted by necrotic damage must make a Constitution saving throw in an attempt to withstand the attack.
Most spells that deal this type of damage come from the Necromancy school of magic, such as Finger of Death or Chill Touch. Undead creatures also deal necrotic damage, and often necrotic damage dealt to them. Beholders, frightning creatures with many eyes, are also known for dealing necrotic damage to their foes.
Piercing
Puncture wounds, stabs, attacks from teeth and pincers — all of these deal piercing damage. Any narrow, deep wound fits this type. Most often, these are weapon attacks, and those who attempt them must roll damage against their target’s AC.
Characters may take this damage type from a rapier, an arrow, or an angry creature’s bite. They can come from either melee or ranged attacks; however, it’s worth noting that the vast majority of ranged weapons deal piercing damage, such as arrows or thrown spears.
Poison
While acid damage has to do with toxic substances getting on a creature’s skin, poison damage involves toxins doing damage internally. This can be the result of ingesting poisoned food or drink, being bitten by a venemous creature, or attacked by a poisoned weapon. When hit with a poison-based attack, characters often must roll a Constitution save to avoid or decrease the damage they take.
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Creatures with poison-based attacks are the most common sources of poison damage in 5e. Green dragons, for example, can exhale a cloud of toxic gas that deals massive poison damage to those who breathe it in. Certain spells can cause poison damage as well, such as Ray of Sickness.
Psychic
Certain spells in D&D invade a character’s mind, causing dark thoughts or madness — these effects deal psychic damage. Depending on the source of the damage, it can be resisted most often with Wisdom, but occasionally Intelligence, saving throws.
Warlocks, Wizards, Bards, and other casters deal psychic damage, often via spells from the Enchantment or Divination schools. Mind Flayers are perhaps the most notable hostile creatures that deal psychic damage in the Forgotten Realms, as they are infamous for their abilities to control and break their enemies’ minds.
Radiant
When a holy being weaponizes the power of the gods, the result is often radiant damage. This pure holy energy can blind or burn foes, and and tends to interfere with certain abilities of undead creatures. Saving throws for radiant damage vary, but tend to be either Constitution or Dexterity.
Most radiant-damaging spells belong to the Evocation school, and tend to be associated with Clerics, Paladins, and certain subclasses of Sorcerer or Warlock. Though not many creatures deal radiant damage, a party might come up against it if they encounter a Celestial or other extraplanar entity.
Slashing
Associated mainly with swords and similar weapons, slashing damage is dealt by the sharp edge of a blade. Attacks such as these attempt to sever limbs or leave deep gashes in an enemy’s body; to land one, the attacker must roll against the defender’s AC.
Swords, scimitars, daggers, glaives — any edged weapon can and will deal slashing damage. It’s among the most common damage types in 5e, but don’t shrug it off simply because it’s basic. A well-placed, high-roll slashing attack can behead an enemy.
Thunder
Some new players may conflate thunder damage with lightning damage; however, this is a mistake. Remember, in nature’s storms, lightning refers to bolts of electricity, while thunder refers to the rumbling sounds. In D&D, the terms are similar: thunder refers to damage caused by a blast of concussive noise.
Certain spells can cause targets to take thunder damage — mostly Evocation spells, such as Shatter and Thunderclap. Not many creatures can deal this type of damage, but some magical enemies may imbue their weapons with thunder magic for extra power.
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