5e Thunder Dmg
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'Thunder: A concussive burst of sound, such as the effect of the Thunderwave spell, deals thunder damage.' So it seems to be the 5e version of Sonic damage.
5e Thunder Dmg 3
5e Thunder Damage Spells
I've seen a trend of people brushing off abilities which make mundane attacks magical. This must be because in their games magic weapons are plentiful.
Even when people bring up that 5e monster balance is designed without magic items assumed, people still say that this cannot be the case because many monsters have resistance.
My counter to that would be - why bother having monsters have resistance if we're assuming all attacks are magical.
Our table uses random treasure hoards for magic item generation and as such magic weapons are fairly rare. This means even a +1 weapon is a wonderful and memorable item.
So we have some abilities out there like the Horizon Walker's force damage of the Devotion Paladin's Sacred Weapon which turns mundane damage into magical damage. I think these are good abilities and I think WotC does too.
Some evidence:
DMG pg 277 gives advice for how effective resistance to non-magical damage is by tier. So they do assume magic weapons will come about but the rate is much different than what I see people assuming online (where I've even seen some people assume them by level 3).
Levels 1-4 - HP x2
Levels 5-10 - HP x1.5
Levels 11-16 - HP x1.25
Levels 17+ - HP x1
So it's not until tier 4 when WotC assumes that all damage coming from the party is magical. Certainly through tier 2 it is a significant factor. Most of these magical damage abilities occur between levels 3-6 when they are most potent.
When evaluating how good an ability is, take into consideration that other tables may be playing with entirely different paradigms. Also keep in mind that there are many ways to play and it might be fun to mix things up a bit. Make magic items more rare and they become special.
Even when people bring up that 5e monster balance is designed without magic items assumed, people still say that this cannot be the case because many monsters have resistance.
My counter to that would be - why bother having monsters have resistance if we're assuming all attacks are magical.
Our table uses random treasure hoards for magic item generation and as such magic weapons are fairly rare. This means even a +1 weapon is a wonderful and memorable item.
So we have some abilities out there like the Horizon Walker's force damage of the Devotion Paladin's Sacred Weapon which turns mundane damage into magical damage. I think these are good abilities and I think WotC does too.
Some evidence:
DMG pg 277 gives advice for how effective resistance to non-magical damage is by tier. So they do assume magic weapons will come about but the rate is much different than what I see people assuming online (where I've even seen some people assume them by level 3).
Levels 1-4 - HP x2
Levels 5-10 - HP x1.5
Levels 11-16 - HP x1.25
Levels 17+ - HP x1
So it's not until tier 4 when WotC assumes that all damage coming from the party is magical. Certainly through tier 2 it is a significant factor. Most of these magical damage abilities occur between levels 3-6 when they are most potent.
When evaluating how good an ability is, take into consideration that other tables may be playing with entirely different paradigms. Also keep in mind that there are many ways to play and it might be fun to mix things up a bit. Make magic items more rare and they become special.