D&D 5E Types of Damage and its quirks.

Igor Lins

First Post
Hey guys, lurker here a long time, but now i'm interested in some of the 5e rules, thats why i need your help!

5e have a lot of damage types, the most commons are bludgeoning, slashing and piercing. But they also have those:

Acid, Lightning, Necrotic, Radiant, Fire, Force, Cold, Psychic, Thunder and Poison.

My question is, which kind of powers/abilities/class features/spells/features/magic items/and general rules do we have that gives protection/bonus/penalties/advantages/disadvantages/resistances/immunities/or have some relation with those types of damage? Assume just the 3 core rulebooks.

It's a big question, i know, i just wanted that we put our heads together to work it out.

And thanks!
 
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As said, this is a pretty broad question, but here are a few common sources:

Barbarians gain resistance to bludgeoning, piercing, and slashing damage while raging.
Totem barbarians who choose Bear at 3rd level gain resistance to all damage types except psychic (while raging).

The spell Protection from Poison grants resistance to poison damage (among other benefits).

The spell Absorb Elements (Elemental Evil Player's Guide) allows you to gain resistance against an energy type (acid, cold, fire lightning or thunder) as a reaction.

The spell Protection from Energy also grants resistance against an energy type, but for a longer duration (albeit, this one requires concentration).

The spell Stoneskin grants resistance to nonmagical bludgeoning, slashing, and piercing damage. However, it costs 100 gp per casting.

The cantrip Blade Ward also grants resistance to bludgeoning, piercing, and slashing damage, though for a much shorter duration.

Resistance is also granted by numerous magic items (ring of energy resistance, frost brand, ring of elemental command, boots of winter, armor of of invulnerability, etc.).
 

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