![]() On their first turn in the fire, a character suffers 1d8 fire damage then, on the second turn, 2d8 then 3d8 on the third turn and so on…Ī character who runs through a burning room at full speed might only get slightly singed a character who spends precious seconds searching that room for survivors (or the survivors’ wallets, most likely) is going to emerge smelling delicious and in need of a pen to draw themself a new set of eyebrows. In much the same way that falling an extra 10 ft results in an additional d8 of bludgeoning damage, each turn a character spends in a fire increases the damage they take. Likewise, a bigger, hotter fire could result in the damage die being increased to a d10 or d12. If the fire is smaller than a campfire, a DM could down-step the damage die to a d6 (or even a d4) to reflect less heat. We’ll take this as the base damage for a bonfire or equivalent-sized fire. Using d8s as the damage dice for fire damage makes sense, as it’s the same die used to calculate falling damage. Any creature caught within its area of effect must make a Dexterity saving throw or take 1d8 fire damage. In the Elemental Evil supplement, the Evocation cantrip Create Bonfire is the closest spell we have to a “non-magical” fire. To calculate the damage of a non-magical fire, we’re going to use two factors: heat and duration. However, using some materials from the Elemental Evil supplement and some common sense, I think we can come up with some rough guidelines for DMs whose players keep running into burning buildings to get on the local news. So, the short answer is: it’s up to the DM. ![]() Weirdly, unlike falling damage, there’s no explicit rule in the Dungeon Master’s Guide for applying non-magical fire damage. Whether it’s falling into a pit of boiling oil, being showered with hot coals, or dashing through a burning building, there are plenty of ways other than spells and pissing off a red dragon to take fire damage in 5e. Each turn in the fire increases the damage: Round One 1d6, Two 2d6, Three 3d6, and so on with appropriate damage die. Rule of thumb damage can be summarized as d4 for a small fire, d6 moderate, and d8 for a significant fire. Generic, Non-Magical fire in DnD 5e has no specific mechanic associated with it. How much damage does non-magical fire do in D&D 5e? While weapons, items, spells, monster attacks and abilities, and other sources of fire damage state the amount of damage inflicted, simply standing close enough to a fire is enough for your character to get hurt. Creatures whose natures are tied to fire, like fire elementals, red dragons, and demons from the fiery abyss, are often resistant or immune to fire damage creatures made from flammable material, like dry bandages or wood, can also take double damage from fire. Unless mentioned, there is no lingering burning effect on a fire-based attack. If the surrounding area is set on fire, a DM decides how much “non-magical fire” burning is inflicted each round.įire damage is associated with extreme heat, whether that means a wizard’s fireball, a smoldering campfire, or a red dragon’s breath weapon. There is typically text stating flammable objects “ignite” if they are not carried or worn. Fire damage spells and abilities deal a stated amount of damage. For example, a Fire Bolt will do 1d10 fire damage. ![]() Monsters Resistant and Immune to Fire Damageįire damage is one of the 13 Damage Types in DnD. The type of damage is important for characters and creatures that are resistant or vulnerable to it.
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