Additional Elemental Damage (3.5e Other)

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Author: the bluez in the dungeon (talk)
Date Created: 23/02/2022
Status: Complete
Editing: Clarity edits only please
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Additional Elemental Damage[edit]

Traditional D&D has Acid, Cold, Electricity, Fire and Sonic as representatives of elemental damage but it doesn't decline from adressing the other common use of Air, Earth, Fire and Water (such as when looking at elementals), usually resolving the shift by associating Air with Electricity or Sonic, Earth with Acid and Water with Cold. While this approach is fine, some, such as myself, may have felt that the system was lacking something. As such this article introduces three new elemental types for damage, easily associable with the already existing Air, Earth and Water descriptors. Anyone that wish to use this rule may simply modify the standard link between the classic elemental damage types and the elemental descriptors and consider turning all damage from magic and abilities with Air, Earth and Water into the new corresponding new elemental damage. Furthermore, attacks clearly made out of one of the elements here presented should be completely or partially converted into the corresponding damage (for example, an earth elemental would deal Earth damage). This requires DMs to rebalance energy resistance and immunities, as new damage types may quickly overpower official and homebrew creatures, normally balanced for another type of elements.

All of the following elements count as magic damage and are connected to magical abilities and other supernatural effects only. Elementals should all be treated as fire elementals, reducing their base slam damage and adding the appropriate elemental damage. Air elementals' whirlwind and water elementals' vortex deal the respective elemental damage.

Air[edit]

The element of winds and storms, fast and ever-changing, this damage type usually counts as slashing, sometimes piercing damage. Creatures with the [Earth] subtype are weak to this damage type, suffering +50% damage whenever subject to Air damage. All [Air] spells that deal damage deal Air damage, slashing or piercing depending on the description of the effect. Air elementals deal extra Air damage, as well as the extra damage from the windy and windy burst weapon enhancements.

Earth[edit]

The element of rocks and sands, durable and immovable, this damage type usually counts as bludgeoning, but in numerous cases may be piercing or slashing also, or any combination of them. Creatures with the [Air] subtype are weak to this damage type, suffering +50% damage whenever subject to Earth damage. All [Earth] spells that deal damage deal Earth damage, bludegeoning, slashing or piercing depending on the description of the effect. Earth elementals deal extra Earth damage, as well as the extra damage from the earthen and earthen burst weapon enhancements.

Water[edit]

The element of seas and rain, calm and furious at the same time, this damage type usually counts as bludgeoning, but in rare cases may be piercing or slashing also. Creatures with the [Fire] subtype are weak to this damage type, suffering +50% damage whenever subject to Water damage, but creatures with the [Water] subtype are weak to Cold and Electricity damage. All [Water] spells that deal damage deal Water damage, bludegeoning, slashing or piercing depending on the description of the effect. Water elementals deal extra Water damage, as well as the extra damage from the soak and soaking burst weapon enhancements.



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the bluez in the dungeon's Homebrew (740 Articles)
the bluez in the dungeonv
Authorthe bluez in the dungeon +
Identifier3.5e Other +
RatingUndiscussed +
SummaryThree new types of elemental damage, Air, Earth and Water, to complement the traditional elements of D&D +
TitleAdditional Elemental Damage +