User:Proton/5e damage type mechanics

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Damage types do not have inherent rules, they are only referred to by other rules. This page cross-references every use and reference to each damage type, creating a comprehensive list of effects that inflict the damage type (along with whether it was a result of the intended use of the effect), what has or grants vulnerability, resistance, or immunity to the damage type, and the influence the damage type has ("influence" meaning what rules or effects behave differently when the damage type is involved).

Force damage[edit]

Inflicting[edit]

INTENDED USE
  • Cantrip. Eldritch blast deals 1d10 force damage on ranged attack hit. Number of rays scales with level.
  • Spell. Banishing smite deals 5d10 force damage on next weapon attack hit.
  • Spell. Bigby's hand can deal 4d8 force damage via bonus action attack hits for its duration.
  • Spell. Disintegrate deals 10d6 + 40 force damage on a failed Dex save.
  • Spell. Magic missile deals 1d4 + 1 force damage per dart (3, +1 dart per spell level above 1st)
  • Spell. Mordenkainen's sword summons sword that deals 3d10 force damage on a hit as a bonus action for duration.
  • Spell. Spiritual weapon summons sword that deals 1d8 + spellcasting mod force damage on a hit as bonus action for duration.
  • Monster. Beholder can use Eye Rays action with 29.17% chance to deal 10d8 force damage on a failed DC 16 Dex save.
  • Monster. Death Tyrant can use Eye Rays action with 29.17% chance to deal 10d8 force damage on a failed DC 17 Dex save.
  • Monster. Empyrean can use Bolt action to deal 7d6 force damage on ranged spell hit.
  • Monster. Specter variant Poltergeist can use Forceful Slam action to deal 3d6 force damage on melee weapon hit.
  • Monster. Beholder Zombie can use Eye Ray action with 25% chance to deal 10d8 force damage on failed DC 14 Dex save.
  • Magic item. Bag of beans have 10% chance to make 1d4 + 3 eggs which on a failed DC 20 Con save deal 10d6 force damage to something that eats it.
  • Magic item. Bead of force deals 5d4 force damage to enemies failing a DC 15 Dex save within 10 feet of point bead is thrown.
  • Magic item. Quaal's feather token "whip" subtype is a one-time-use to summon a whip that deals 1d6 + 5 force damage on a hit.
  • Magic item. Ring of the ram can use a charge to deal 2d10 force damage on a hit, 3 charges +1d3 per day.
  • Magic item. Sphere of annihilation deals 4d10 force damage to any non-artifact that touches it (esp. by having it mentally thrown, forcing DC 13 Dex save).
  • Magic item. Staff of power can use a charge to add 1d6 force damage to melee attack hit with the staff. Can also break staff, with 50% chance to deal force damage to you equal to 16 times charges, other creatures within 30 feet make DC 17 save or take 8/6/4 times charges when within 10/20/30 feet, half on successful save. 20 charges +2d8+4 per day +1d8+2 on 5% proc when using last charge
  • Magic item. Staff of striking can use up to 3 charges to add 1d6 force damage per charge to weapon attack hit made with staff. 10 charges +1d6+4 per day.
  • Magic item. Staff of the magi can be broken, as staff of power, except has 50 charges, +4d6+2 per day, +1d12+1 on 5% proc when using last charge.
NOT INTENDED USE
  • Spell. Dimension door deals 4d6 force damage to you if you would try to teleport to an occupied space.
  • Spell. Etherealness deals force damage equal to double the feet of distance you're shunted if it ends while you're in a solid space.
  • Spell. Teleport on a mishap deals 3d10 force damage to teleporting creatures.
  • Monster. Banshee, Shadow Demon, Ghost, Specter, Will-o'-Wisp, Wraith can move through creatures and objects, taking 1d10 force damage if it ends its turn inside an object.
  • Magic item. Deck of many things can summon an Avatar of Death enemy which can move through creatures and objects, taking 1d10 force damage if it ends its turn inside an object.
  • Variant rule. "Mixing Potions" has a 1% chance to deal 6d10 force damage to the mixer and 1d10 force damage to each other creature within 5 feet.
  • Variant rule. "Scroll Mishaps" has a 1/6 chance to deal 1d6 force damage per level of the spell to the attempting caster.

Vulnerability[edit]

Nothing has or grants vulnerability to force damage.

Resistance[edit]

  • Subclass. Warlock patron The Fiend feature "fiendish resilience," when chosen at end of any short/long rest.
  • Spell. Hallow can put down 60-foot-radius field of resistance forever.
  • Spell. Wish can grant up to 10 creatures you can see resistance to force damage, when chosen (1/3 chance to not be able to cast wish again).
  • Magic item. Potion of force resistance, for 1 hour upon drinking.
  • Magic item. Brooch of shielding, while wearing it.
  • Magic item. Ring of force resistance, while wearing it.
  • Magic item. Armor of force resistance, while wearing it.

Immunity[edit]

  • Monster. Helmed horror, by default.

Influence[edit]

  • Exclusive ability to destroy yellow layer (3rd layer) of prismatic wall, requires 60 damage in total.
  • Exclusive ability to ignore damage resistance gained by monk feature "empty body."
  • (Along with fire and radiant,) ignores the damage resistance gained in dim light or darkness by shadow dragon (monster template) feature "living shadow."

Psychic damage[edit]

Inflicting[edit]

INTENDED USE
  • Archetype feature. Hurl Through Hell (Warlock, The Fiend) deals 10d10 psychic damage to its target if not a fiend.
  • Cantrip. Vicious mockery deals 1d4 psychic damage on a failed saving throw. Damage scales with level.
  • Spell. Wrathful smite deals 1d6 psychic damage on your next melee weapon attack.
  • Spell. Dissonant whispers deals 3d6 psychic damage on a failed saving throw, or half as much on a successful one.
  • Spell. Dream deals 3d6 psychic damage on a failed saving throw when the target wakes up, if used to make a nightmare.
  • Spell. Feeblemind deals 4d6 psychic damage.
  • Spell. Staggering smite deals 4d6 psychic damage on your next melee weapon attack.
  • Spell. Geas deals 5d10 psychic damage to its target if they act in a manner directly counter to your instructions.
  • Spell. Phantasmal force deals 1d6 psychic damage to its target each round if it is in the phantasm's area.
  • Spell. Phantasmal killer deals 4d10 psychic damage to its target each round.
  • Spell. Weird deals 4d10 psychic damage to its target each round on a failed saving throw.
NOT INTENDED USE
  • Spell. Contact other plane deals 6d6 psychic damage to you on a failed saving throw.

Vulnerability[edit]

Resistance[edit]

  • Archetype feature. Thought Shield (Warlock, The Great Old One).

Immunity[edit]

  • All non-living objects.
  • Spell. Mind blank makes one willing creature you touch immune to psychic damage.

Influence[edit]

  • Thought Shield (Warlock, The Great Old One). Whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
  • Exclusive ability to ignore damage resistance gained by Totem Spirit: Bear (Barbarian, Totem Warrior) while raging.
  • Exclusive ability to ignore damage resistance gained by feign death.
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