Damage Types & Conditions

Damage Types

Normally in base 5e, there are a total of 13 damage types as seen below:
  • Bludgeoning
  • Piercing
  • Slashing
  • Fire
  • Cold
  • Poison (toxin)
  • Acid (corrosion)
  • Psychic (mental)
  • Necrotic (decay)
  • Radiant (holy/blinding)
  • Lightning (electricity)
  • Thunder (sound/shockwave)
  • Force (pure magic/void)
In addition to these, there is also the following:  

Physical Damage

  • This is an umbrella term for "Bludgeoning, Piercing, and Slashing damage".
 

True Damage

  • This is unmodifiable, true damage that represents the sacrificing of one's own vigor and soul stability.
  • A creature that takes True damage cannot have that damage be increased or decreased by any effect (except for specific circumstances as per your GMs discretion).
  • Resistance, Immunity, and Vulnerability to True damage does not exist.
  • A creature that falls to 0 Hit Points from taking True damage rolls all Death Saving Throws with Disadvantage, and all checks other creatures make to stabilize or revive the fallen creature have Disadvantage.
 

Bleed Damage

  • This is persistent damage that represents loss of blood.
  • Creatures that do not have blood or that do not need blood to function, such as nonliving creatures, are immune to Bleed damage.
  • A creature that takes Bleed damage from a source other than the Bleeding condition gains a number of Bleed Stacks equal to the damage taken. If a creature already has Bleed Stacks, the new Bleed Stacks are added to the existing ones.
  • If a creature without the Bleeding condition loses Hit Points from Bleed damage, it gains the Bleeding condition.
  • If a creature has Resistance and/or Damage Reduction to Physical damage, that reduction also applies to Bleed damage.
(See below for Bleeding condition)  
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New and Updated Conditions

In addition to the normal conditions in base 5e, the following conditions exist. Certain spells, features, and monsters use these new conditions.    
 

Anchored

  • No Teleportation. You can't be magically transported through any means of teleportation (includes but is not limited to spells and features).
 

Bleeding

  • Bleed Damage. At the start of each of your turns, you take Bleed damage equal to the number of Bleed Stacks you have, and then reduce the number of Bleed Stacks you have by 1.
  • Removing the Condition. The condition ends if the number of Bleed Stacks you have at the end of your turn is 0, or if you receive any amount of magical healing. It can also end with a use of a Healer's Kit, or if a creature takes an Action to patch you up which is a Wisdom (Medicine) check (DC is equal to 5 + the number of Bleed Stacks you have).
  • Condition Immunity. If you do not have blood or do not need blood to function, you have Immunity to the Bleeding condition.
 

Cowering

  • Incapacitated. You have the Incapacitated condition.
  • Incoherent Speech. Despite being Incapacitated, you can still speak, though often in barely coherent please for mercy.
  • Limited Movement. Your Speed is halved, and can't increase.
  • Attacks Affected. Attack rolls against you have Advantage.
  • Removing the Condition. If you do not have the Frightened condition, this condition ends. Alternatively, at the end of your turn, you can make a DC 15 Wisdom saving throw; on a success, this condition ends.
 

Dazed

  • Turn Affected. You can only do one of the following things on your turn: move, take an Action, or take a Bonus Action. If you are affected by something that grants extra actions (like Action Surge or the Haste spell), you can still take those extra actions.
 

Encumbered

  • Automatically Gained. You have this condition anytime you are carrying weight in excess of your Carrying Capacity.
  • Reduced Speed. Your Speed is reduced by 20 feet.
  • D20 Tests Affected. You have Disadvantage on all D20 Tests you make that uses Strength, Dexterity, or Constitution.
 

Exhaustion

  • Exhaustion Levels. This condition is cumulative. Each time you receive it, you gain 1 Exhaustion level. You die if your Exhaustion level is 6.
  • D20 Tests Affected. When you make a D20 Test, the roll is reduced by 2 times your Exhaustion level.
  • Speed Reduced. Your Speed is reduced by a number of feet equal to 5 times your Exhaustion level.
  • Spell Save DC Affected. The Spell Save DC of any spell you cast is reduced by your Exhaustion level.
  • Removing Exhaustion Levels. Finishing a Long Rest removes 1 of your Exhaustion levels. When your Exhaustion level reaches 0, the condition ends.
 
 

Frightened

  • Ability Checks and Attacks Affected. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight.
  • Can't Approach. You can't willingly move closer to the source of fear.
  • Potentially Cowering. If another source requires you to roll to avoid gaining the Frightened condition, and you fail by 5 or more, you gain the Cowering condition.
 

Intoxicated

  • Intoxicated Levels. This condition is cumulative. Each time you receive it, you gain 1 Intoxicated level.
  • Gaining Levels. You gain 1 Intoxicated level whenever you've had a number of alcoholic drinks within 1 hour equal to 2 + half your Constitution modifier, rounded up.
  • Saving Throws Affected. You have a bonus on saving throws to avoid or end the Frightened condition on yourself, equal to 2 times your Intoxicated level.
  • D20 Tests Affected. When you make a D20 Test using Strength, Dexterity, Constitution, Intelligence, or Wisdom, the roll is reduced by 2 times your Intoxicated level. If you have 4 or more Intoxicated levels, this includes Charisma, as well.
  • Speed Affected. If you have 5 or more Intoxicated levels, your Speed is halved.
  • Blacking Out. Whenever you start your turn with 6 or more Intoxicated levels, make a DC 10 Constitution saving throw. On a failed save, you gain the Unconscious condition. On a success, you take an Action to violently puke, resulting in you losing 1 Intoxicated level.
  • Losing Levels. For every 1 hour you don't drink alcohol, you lose 1 Intoxicated level.
 

Muted

  • Can't Speak. You can't speak and automatically fail any ability check that requires speaking. You are also unable to do things like cast spells that require a Verbal component.
 

Shocked

  • Unreactive. You can't take Reactions.
  • Ability Checks and Saving Throws Affected. You have Disadvantage on ability checks and saving throws that use Strength or Dexterity.
  • Attacks Affected. You have Disadvantage on attack rolls.