ABANDONED: Element Rebalance
Tried it in a campaign, it was bad and didn't work as it created an insane power gap between players who really went into this system, and those who played more to roleplay. I found the disparity too difficult, unwieldly, and unfair to build encounters around.
Often players and DMs feel that damage types are just flavor, and don’t often impact the mechanics of the game or that it feels “random” when they do or do not apply. With some monsters having vulnerabilities and resistances that are unlike similar creatures. This homebrew hopes to re-balance the game’s elements and creature types to allow more player options and more strategic game-play, with as little overhead as possible.
Changes to Magic
All magic spells are no longer bound to their “initial” element, any creature who learns a damaging spell must also select the element it deals as damage. This version of the spell counts against their spells known and does not grant knowledge of other elemental versions of the spell. The spell always keeps its rider effects regardless of the element being used.
Examples:
- A wizard who knows “Fireball”, “Coldball”, “Necroticball”, and “Acidball” knows 4 separate spells.
- A “Ray of Fire” still slows enemies down, perhaps they spending movement trying to evade the flames. A “Freezing Hands” invokes a cold so deep that it shatters and destroys matter in the effected area until they warm up or a creature “puts out the cold-fire”. Etc.
- Some elements are stronger than others by design. To keep this balanced, if a player would select a spell to have Radiant, Necrotic, or Force damage, reduce the damage die of the spell by 1 step.
- Steps are: d4 – d6 – d8 – d10 – d12 – d20 - d100
- If the spell is already a d4 or lower, reduce the number of damage dice by 1.
- If a spell would have no dice as a result of the above ruling, it instead deals 1 damage of the associated type, no damage roll is made.
- If a spell already deals Radiant, Necrotic, or Force damage by design, no change is made to the damage dice. Regardless of the element chosen.
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Resistance / Vulnerability / Immunity - Table
What follows is a table listing all 5e enemy types (and some “assumed” types) and whether they have a vulnerability, resistance, or immunity to a given type of damage.
This table is for general use and is assumed that all creatures of a given type will have its stats replaced by those in the table, specific enemies should always be up to DM discretion. It is also assumed that this table does not apply to players.
| Short-Hand |
What it Is |
| Im |
Immune |
| 2x |
Vulnerable |
| 1/2x |
Resitant |
| |
Fire |
Cold |
Radiant |
Necrotic |
Lightning |
Thunder |
Force |
Psychic |
Acid |
Poison |
Slash |
Bludgeon |
Pierce |
| Aberration |
- |
- |
- |
- |
- |
- |
- |
Im |
- |
1/2x |
- |
- |
- |
| Beast |
- |
- |
- |
2x |
- |
- |
- |
2x |
- |
2x |
- |
- |
2x |
| Celestial***** |
- |
- |
1/2x |
2x |
- |
- |
- |
1/2x |
- |
Im |
- |
- |
- |
| Construct |
- |
- |
- |
Im |
- |
2x |
- |
Im |
- |
Im |
1/2x |
2x |
- |
| Dragon***** |
* |
* |
* |
* |
* |
* |
* |
* |
* |
* |
1/2x |
2x |
2x |
| Elemental |
* |
* |
* |
* |
* |
* |
* |
* |
* |
* |
* |
* |
* |
| Fey***** |
- |
- |
- |
- |
- |
- |
- |
1/2x |
- |
1/2x |
- |
- |
- |
| Fiend |
1/2x |
- |
2x |
1/2x |
- |
- |
- |
- |
- |
1/2x |
- |
- |
- |
| F_Demon |
1/2x |
- |
2x |
1/2x |
- |
- |
- |
1/2x |
1/2x |
1/2x |
- |
- |
- |
| F_Devil |
1/2x |
1/2x |
2x |
1/2x |
1/2x |
- |
- |
- |
- |
1/2x |
- |
- |
- |
| Shapechanger |
- |
- |
- |
2x** |
- |
- |
- |
- |
2x |
1/2x |
- |
- |
- |
| Giant |
- |
- |
- |
2x |
2x |
- |
- |
- |
- |
- |
- |
1/2x |
2x |
| Humanoids |
- |
- |
- |
2x |
- |
- |
- |
- |
- |
2x |
- |
- |
2x |
| Monstrosity |
*** |
*** |
*** |
*** |
*** |
*** |
*** |
*** |
*** |
*** |
*** |
*** |
*** |
| Ooze |
- |
2x |
- |
- |
2x |
1/2x |
- |
2x |
- |
Im |
2x |
Im |
1/2x |
| Titan***** |
- |
- |
- |
- |
1/2x |
- |
- |
- |
- |
1/2x |
1/2x |
Im |
- |
| Plant |
2x |
2x |
- |
2x |
1/2x |
- |
- |
2x |
- |
1/2x |
2x |
- |
1/2x |
| Swarm |
2x |
2x |
- |
2x |
1/2x |
- |
- |
2x |
- |
- |
1/2x |
2x |
Im |
| Undead |
2x |
- |
2x |
Im |
- |
- |
- |
2x**** |
- |
Im |
- |
2x |
1/2x |
| "Formless" |
- |
- |
- |
- |
2x |
- |
- |
- |
- |
- |
2x |
Im |
- |
*Entity is immune to element of its own type, 2x | Vulnerable to it's superior type, and 1/2x | Resistant to its inferior type. If applicable. Refer to "Type Relationships" section.
**If a Fiend Shapechanger, 1/2x necrotic. If an Aberrant Shapechanger, normal damage from necrotic.
***Catch-all category, use best guess or monster’s normal stats. Some general rules you can apply are:
- -“bleeds" 2x pierce, "hard" 2x bludgeon
- -”Inorganic” is 2x thunder and 1/2x poison
- -”dumb” is 2x psychic, ”alien” or “insane” is 1/2x psychic
- -”alive” is 2x necrotic
****If it is a "smart" undead, normal damage from psychic attacks.
*****Celestials, Dragons, and Titans are immune to all "mundane" damage (natural lightning, average weapons, etc). Fey are vulnerable to "mundane" damage and are resitant to all "magic" damage (+1 weapons, cantrips, etc)
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Type Relationships
As referenced by the Dragon and Elemental rows. Some types are considered “superior” or “inferior” to others. Superior elements deal 2x damage to their inferior type, the inferior can only deal 1/2x damage to their superior. These relationships are as follows:
- Cold > Fire > Acid > Lightning > Thunder > Cold
- Cold starves Fire
- Fire ignites Acid
- Acid is conducts Lightning (Electricity)
- Lightning (Light) is faster than Thunder (Sound)
- Thunder (Sound) shatters Cold (Ice)
- Bludgeoning > Slashing > Piercing > Bludgeoning
- Rock (Bludgeoning) interrupts the flow of Air (Slashing)
- Air (Slashing) can carry and move Water (Piercing)
- Water (Piercing) can seep into and break apart Rock (Bludgeoning)
- Force is true neutral damage, it is assumed if no other damage type is listed. It has no inferior or superior element.
- Psychic and Poison are situational damage types. They also have no inferior or superior elements.
- Radiant and Necrotic are simultaneously superior and inferior to each other.
- A radiant elemental is 2x vulnerable to necrotic damage. Likewise a necrotic elemental is 2x vulnerable to radiant damage.
Clarifications and Tips
- DMs may of course choose to apply the vulnerabilities and resistances of the player’s race anyway, but it should be communicated clearly that this is the case and players are entering a game with higher lethality.
- The reason players are “immune” from the type table is to reduce overhead so players and the DM will not have to constantly remember element interactions involving the players themselves. Having vulnerabilities also increases lethality for players.
- In lore, it is because the players are simply hardier than most people, they wouldn't take a life threatening occupation if they weren't!
- At the DM’s discretion. The Radiant-Necrotic relationship can be changed to 1/2x, or simply be neutral. These changes can apply to individual creatures to signify important or unusual entities.
- The 2x is assumed as a baseline to imply that beings of pure light and dark avoid direct conflict for how fatal it would be to them, and so they employ heroes to fight and act on their behalf instead.
- Class abilities or Feats which change spell damage types or affect resistance / vulnerabilities are still valued even with these rules. It allows those classes to not have to worry about memorizing more spells of each element.
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