Damage Types
Weapons, spells and abilities will all deal various damage types and equipment and armors will also offer resistance to some of these damage types. Some damage types will be more common in certain campaigns. Damage types are affected by Vulnerabilities and Resistances and alter the types of wounds that are dealt. The full list of damage types is as follows:
Acid
Dealt by corrosive substances. Acid comes in a variety of colors, strengths and viscosities. Many forms of organic life naturally produce different kinds of acids.
Special: Acid Damage is always subtracted from armor first, then HP.
Wounds: Creatures Wounded by Acid Damage are always dealt an Acid Wound.
Blunt
Dealt by heavy flat objects such as a rock or hammer. One of the three most common damage types in all the realms.
Wounds: Creatures Wounded by Blunt Damage are always dealt a Blunt Wound.
Burn
Dealt by contact with flames or intense heat. Many creatures that can produce or live near flame or intense heat are also resistant to Burn Damage.
Wounds: Creatures Wounded by Burn Damage are always dealt a Burn Wound.
Disease
Dealt by effects from sickness such as bacterial infections or viruses. A fairly rare damage type that is almost almost always dealt by infected creatures.
Wounds: Creatures Wounded by Disease Damage are always dealt a Disease Wound.
Frost
Dealt by localized subzero temperatures. An uncommon damage type offset by the ease of access most creatures have to Frost Resistant Gear.
Wounds: Creatures Wounded by Frost Damage are always dealt an Frost Wound.
Holy
Dealt by godlike beings, particularly effective vs undead. A rarely encountered damage type that is typically ineffective vs other godlike beings.
Special: Underworld creatures are all considered to be Vulnerable to Holy Damage.
Wounds: Creatures Wounded by Holy Damage are always dealt an Holy Wound.
Kinetic
Dealt by shockwaves and compressed force. An uncommon damage type usually dealt by explosions or blasts.
Wounds: Creatures Wounded by Kinetic Damage are always dealt an Kinetic Wound.
Slash
Dealt by sharp edges or blades. One of the three most common damage types.
Wounds: Creatures Wounded by Slash Damage are always dealt an Slash Wound.
Necrotic
A form of advanced necrosis, dealt by undead creatures and spells. Particularly effective vs godlike beings.
Special: Godlike creatures are all considered to be vulnerable to Necrotic Damage.
Special: Large and smaller living creatures slain* by Necrotic damage have a 20% to return as a zombie or undead creature type. Huge and Larger Creatures Slain by Necrotic Damage have a 5% chance to return as a zombie or Undead Creature type. The undead creature can enter initiative the Round after they were slain.
*Slain - The creature was reduced to zero HP or fewer by Necrotic Damage and then Failed their Death Saving Throws (if any), Or was dealt necrotic damage equal to 50% of their HP beyond zero.
Wounds: Creatures Wounded by Necrotic Damage are always dealt a Necrotic Wound.
Puncture
Dealt by pointed objects and weapons. One of the three most common damage types.
Wounds: Creatures Wounded by Puncture Damage are always dealt an Puncture Wound.
Poison
Dealt by the ingestion, injection, inhalation, or absorption of poisonous substances. An uncommon damage type typically delivered maliciously or via poor survival skills.
Wounds: Creatures Wounded by Poison Damage are always dealt a Poison Wound.
Enviro
Dealt by environmental hazards such as extended exposure to cold wind or intense sunlight. Typically on encountered in harsh environments and survival challenges.
Wounds: Creatures Wounded by Environmental Damage are always dealt an Environmental Wound.
Electrical
Dealt by electrical discharges and open currents. An uncommon damage type that is effective against non-insulated creatures.
Wounds: Creatures Wounded by Electrical Damage are always dealt an Electrical Wound.
Toxic
Dealt by toxic and volatile materials such as radioactive waste, raw sewage and Neurotoxins. An uncommon damage type, typically encountered in particularly volatile environments.
Wounds: Creatures Wounded by Toxic Damage are always dealt a Toxic Wound.
Psychic
Damage dealt by psychic and psionic effects and spells. An uncommon damage type dealt exclusively by psychic and psionic creatures.
Special: Psychic Damage is always subtracted from HP and cannot be subtracted from armor.
Wounds: Creatures Wounded by Psychic Damage are always dealt a Psychic Wound.
Venom
Dealt by venomous creatures or the extracted secretions of such creatures.
Wounds: Creatures Wounded by Venom Damage are always dealt a Venom Wound.