Dmg Fir Alcohol And Fire 5e

Apr 26, 2021 Bring drugs and alcohol back into Dungeons and Dragons through this new version of the supplement, with a complete makeover! 1) Introducing the Intoxicated Condition for Dungeons and Dragons, and how to get there! 2) In Alcohol and Drugs you will find Over 40 examples of: Beer, Champagne, Cider, Liquor, and Wine.

Okay, so we all know the old standbys: the green slime, the yellow mold.

  • Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage.
  • Setting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage.
  • Open Game Content (place problems on the discussion page).; This is part of the (3.5e) Revised System Reference Document.It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3.To distinguish it, these items will have this notice. If you see any page that contains SRD material and does not show this license statement, please contact an admin so that.

Here are some more, from a variety of sources and at my whim.

First, the DMG:

Brown Mold:
Drawn to warmth, a 10 foot square patch of brown mold makes frigid the air within a 30 foot aura.
When a creature starts or enters within 5 feet of the mold, it takes 22 (4d10) cold damage, constitution save DC 12 for half.
Brown mold is immune to fire, and bringing fire within 5 feet spawns a new 10 foot square of the mold around the fire. Exposing it to cold damage instantly destroys it.

Commentary:
What are we to make of this? Brown mold deals cold damage, nigh definitionally. Its fimbulwinter-like effect is presumably intended to be constant (it’s not that it deals cold damage reactively to creatures, but that the area around it is always polar, and creatures are exposed to it). I suppose it inhibits its own growth, or has some annular ring around which it does the cold leakage.

Quasi-naturalistic though “this mold is cold” might be, the actual game rules feel to me like they work better for an unstable connection to the Ice Plane than as an actual creature, since as I say, it should self-destruct.

Dmg for alcohol and fire 5e pdf

Premodern refrigeration technology? Quite dangerous, but maybe you’d use a spore-fine mesh and a fan, or a captive-fluid exchange manifold to limit exposure. I kind of like that idea — light the boiler to make some ice cream.

Green Slime:
Acidic, sticky and hungry, green slime eats everything but ceramics and stone, which it clings to in any orientation.
A 5 foot square of slime drops from walls and ceilings onto creatures whose movement it detects below it. A creature aware of the patch can make a dexterity save DC 10 to avoid, but otherwise splat. A creature touching green slime takes 5 (1d10) acid damage on contact and again at the beginning of each turn. It deals double damage against wood or metal. Any scraping tool which removes the slime is destroyed (unless it is ceramic). Sunlight, effects which cure disease, or any amount of cold, fire or radiant damage destroys a patch of slime.

Commentary:
An oldie but a goodie. We’re missing phrasing about what happens to the victim of a scraping (in my opinion, they share any damage dealt with the slime!), any chance of the scraping failing (I’m okay with that), and in my opinion the damage is lower than it could be. I suppose I could always throw in Malachite Slime and Emerald Slime when I feel the need to up the damage, though!

Worst of all: green slime is real.

Yellow Mold:
Sporous and dark-loving, yellow mold fills a 5 foot square. Touching a patch fills a 10 foot cube dealing 11 (2d10) poison damage and poisoned for one minute, constitution save DC 11 negates. While poisoned, take 5 (1d10) poison damage at the start of each turn, saving again at the end. Sunlight or any amount of fire damage destroys yellow mold.

Commentary:
This seems fine, but a little inconsistent. I’d add radiant damage vulnerability and effects which remove poison and disease, as with the green slime.
This also implies an inhalant poison, Preserved Yellow Mold Dust. Harvested at great expense, when it reconstitutes in the mucous membranes of an individual, it’s super deadly. 250 gp, Inhaled/ingested, effects as per exposure to yellow mold spores.

As far as I can tell, the only 1e nasties which 5e is still missing are the rot grub and the ear seeker.
Rot Grub:
The rot grub is a tiny flesh-loving parasite which spreads by touch, generally the touch of a corpse. Avoiding exposure requires a dexterity save DC 10, resistance to weapon damage, or specialized clothing. The round after exposure, the grubs can be removed with a DC 15 Medicine check with a knife or fire (1d4 damage per attempt if the normal damage would be less; fire damage dealing more than 5 points of damage is automatically successful even if the medicine check fails).
Any effect which removes disease kills the grubs.
Otherwise, at the conclusion of each short rest, the infestee must make a DC 10 constitution save or becomes incapacitated with pain for 1 hour, suffering 1d6 damage at the beginning of each round they are incapacitated.

Ear Seeker:
I don’t like ’em. If you really want an ear seeker, just use a rot grub and have it go for the ears. It’s a rot grub that lives in doors.

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Some more dungeon hazards which I like, adapted from the pathfinder SRD:

Memory Moss:
A 5 foot square of black moss, growing in grottoes and caves or warm, moist climes, near settlements or lairs. It ripples gently when exposed to light, and has open starlike petals if it hasn’t fed within 24 hours. A creature within 60 feet of a patch of the moss feels their mind begin to wander and old emotions begin to surface. A creature within 5 feet of a patch of active moss and breathing its spores must make a DC 10 Intelligence save or lose all memory since they last time they slept and be confused for one hour, save once per round negates. Whether the initial attack succeeds or fails the moss will then go “dormant” for 24 hours while it digests. Repeated exposure causes amnesia at iteratively removed time periods.
Eating digesting moss causes the consumer to experience its contained memories, restoring them (or implanting them). Eating moss which doesn’t contain memories gives general sensations drawn across its various meals, in a sensation very like dreaming.
Cold and fire damage destroys the moss.

Commentary:
As originally presented, this stuff also stole spells. No way am I bothering with that. I think stealing your brain and making you short-term crazy is enough for me, thank-you. There’s a 3e poison called “Id Moss” which my headcanon makes into an application of this stuff.

I love the pen-sieve effect where eating the moss gives you a memory. Memory Moss Potions, made by plucking it at the point of freshness and then dissolving the moss in an alcoholic solution, allowing a holographic attenuation of detail and exchange of thoughts, are just so cool.

And it leaves you, maddened and amnesiac, at the bottom level of a dungeon with no memory of why and how you got there.

Character

Statuary Ivy:
A tropical clinging vine whose contact poison causes flesh to lignify, easily noticeable by its silver sheen and galled, bumpy appearance (statuary insects). Each round which begins while exposed warrants a DC 10 constitution save against magical petrification. The first failed save inflicts the restrained condition. A second (if still exposed) causes petrification for 24 hours (though it is a transformation into wood, not stone). A final save after 24 hours makes the lignification permanent. A success on any of these saves removes the effect and allows the victim to break free, though reexposure requires checking again.
The oils on the ivy fade swiftly after the ivy is detached, losing their potency after 1 minute. Contact is generally limited to animals or accidental handling, since boots represent sufficient defense while standing in a patch of it and the oils fade swiftly.

Commentary:
It’s a cockatrice!

Yellow Musk Creeper:
As per yellow mold, albeit in the form of a rare and tropical vine. Creatures slain by the mold arise as zombies. Vulnerable to cold and fire, instead of radiant and fire.

Ravenous Mold:
A 5 foot patch of black mold. When exposed to flesh, it grows uncontrollably; when touched or agitated by wind it fills a 10 foot cube with its spores, exposing all creatures who enter and begin in the space. Making a DC 15 constitution save to avoid the effect. Otherwise, take 1d6 acid damage at the beginning of each round. If you are in bright light or have taken at least 10 points of radiant or fire damage since your last turn, you may repeat the save to end the effect at the end of your turn. Effects that remove disease the effect as well.
Any creature slain by the mold is destroyed, becoming a new patch of mold.

Commentary:
Utterly cruel! The ravenous mold can’t be scraped off, and 10 points of radiant damage is beyond the reach of early spells like sacred flame. You’re basically going to have to douse yourself in oil and catch fire, and do it quickly.
It’s a shame this stuff is acid-aspected, because this would be an interesting use for taking a wine bath to end the effect, too.

Bad Air:
Stale and still, anyone breathing bad air is suffocating without realizing it. When you first start breathing bad air, you can make a wisdom (perception or survival) or intelligence (nature) check against a DC of 10 to recognize it for what it is; dwarven stonecutting bonuses apply; light sources dim and go out after 1 round. Otherwise you will suffocate in a number of rounds equal to your constitution bonus (as though running out of breath). This can be avoided simply by holding your breath.
Variant: Flammable Gas Pocket: As bad air, but instead of going out, open flames (such as a candle, torch, lamp or lantern) will set the gas pocket off. It deals 8d6 fire to all creatures in or within 20 feet of the pocket as it erupts, DC 10 dexterity save for half. During the round before they go out, the light sources tinge blue. The explosion is a one time event, after which the area is bad air, recharging to flammable gas after a few days.
Variant: Poisonous Gas Pocket: As bad air, but instead of suffocating, at the end of the grace period, you are poisoned and while poisoned immobilized; DC 10 constitution save at the beginning of each round negates for that round. Beginning your turn poisoned in the area of the gas deals 1d6 poison damage.
Variant: Poison Wind: As poisonous gas, but issuing from a vent, so that the air is moving. It usually has a chemical smell to it.

Spellbook Fungus:
A 5 foot patch of shelf fungus, this paper growth forms on dirt or biological material in areas of dim light near permanent magical effects. Spellcasters attempting to cast a spell while standing within 30 feet of a patch which isn’t charged must make a spellcasting attribute check with a DC of 10 + the level of their spell. If they fail this check, the spell is counterspelled and the spellbook fungus becomes charged. Anyone touching a charged spellbook fungus discharges it; they are affected as though by a wand of wonder and the fungus is destroyed in a cloud of spores. Spellbook fungus may remain charged for up to 1 year.
A patch of spellbook fungus may be dispelled as though it were a 3rd level spell, or destroyed by any amount of fire damage.

Darkening Mold:
A 10 foot patch of this greyish mold darkens the area within 10 feet around it, from bright light to dim or dim light to dark. If it is put in total darkness beyond sight of all lights (ignoring its own feeding effect), it begins to starve and go dormant within 1 round. If it spends a year dormant, it will die, otherwise reviving 1 hour after being exposed to light again.
Bringing a light source within 5 feet of the mold causes a patch to appear under and on the light source, thereafter causing the light source to produce only dim light out to the radius it previously produced bright light, instead of bright-and-dim-light. It is immune to damage from fire or radiant, spawning a new patch instead towards the damage source. It will be destroyed if dealt cold, thunder or acid damage, or cleaned with alcohol.
As noted, a darkness spell will cause dormancy.

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Echo Fungus:
A bright yellow cheerful fungal growth resembling a sunflower, a patch of echo fungus covers a 5 foot square. This stuff babbles continuously, repeating the loudest sound it hears within 60 feet. It is immune to thunder damage. If it is exposed to any amount of thunder damage, it begins a cacophonous repetition, causing any creature who begins or enters 60 feet of a stand of echo fungus to take 1d6 thunder damage and be deafened, constitution save DC 10 negates.
A silence effect will kill all patches in their area, as will a DC 10 perform check to “change their channel” or at least a gallon of water spread over the area.

Dmg For Alcohol And Fire 5e Spells

Sorrow Moss:
This weeping-moss is silver-tinged and airy, filling a 5 foot square. Living creatures who smell it are overcome with despair while they can smell it, being unable to attack or target any creature with harmful abilities, spells, or other magical effects. A DC 10 charisma save on initial exposure or at the end of each round negates. A creature exposed for more than a minute may no longer negate, being permanently hopeless.
Immunity to fear negates, as does any effect which removes fear.
The moss itself may be destroyed with fire or radiant damage.

In today’s post, DnD 5e Fire Damage Explained, we’re going to have a little look at how fire damage can show up in your games. We’ll look at creatures and spells that can cause this type of damage.

Dmg Fir Alcohol And Fire 5e Background

In our previous post, DnD 5e Damage Types Explained, we discussed the different types of damage that show up in a typical D&D world. We also mentioned sources of the different types of damage, be it either from spells or from creatures.

So let’s dive right into the post!

What causes Fire Damage?

I’d be hard-pressed to believe most of you don’t know what fire damage is and how it could turn up. It’s definitely one of the more obvious and straight forward damage types in the game.

In the interest of consistency, let’s explain it. Any damage that comes from high temperatures would be considered fire damage, this could be as simple as someone being lit ablaze, or having a firebolt flung at you, or maybe even a red dragon using its breathe weapon on you.

With all that in mind lets looks at some specifics.

Fire Damage Monster Examples

In DnD 5e, there are so many creatures that can inflict or cause fire damage in many different ways. I’ve tried to pick examples that show off different ways these creatures can cause fire damage.

The Azer are creatures made of pure living fire. They are effectively a race of their own. Their facial features and height make them look similar to dwarves, except the hair on their head and face are made of fire.

Due to them being literally made of a fire, they have a few ways to cause fire damage. One being that they have an ability called Heated Body, which means when a creature within 5ft of the Azer touches or hits them, the attacking creature will automatically take fire Damage.

They are also able to heat their weapons in order to cause fire damage when they make melee attacks.

Dmg Fir Alcohol And Fire 5e Stats

There are other creatures that aren’t as closely aligned to fire damage that can cause it too, one unique way that it can be done is an effect that takes place when the creature dies.

Balor’s are one such creature. These huge demons, reminiscent of the Balrog from Lord of the Rings, explode when they die. When they explode they cause creatures within 30ft of them to make a Dex saving throw, which on a success allows the creature to take half damage. The damage the creatures take is 20d6. Which is a lot of damage, but being the creature has a very high challenge rating it can be expected to do a lot of damage.

Fire

They also have a Fire Aura ability which means any creature that is within 5ft of the Balor at the start of the Balors turn takes 3d6 damage. It also causes attacked to take the same damage upon a successful melee hit. Similar to the Azer.

Finally, what kind of post about fire damage doesn’t include one of the namesakes of the game, the Dragon.

There are plenty of dragons in the game, but arguably the most iconic being, the Red Dragon. These dragons can rain their fiery breath all over their targets. Keep in mind they’re not the only dragons that can use Fire Breath as there are other kinds of good-aligned dragons that can use it.

A red dragon can breathe out a 90ft cone of fire. Any creature caught in this must make a Dex saving throw, if they succeed the creature only take half damage. In its strongest form, the ancient red dragons fire breath ability does 26d6 damage. Pretty much guaranteed to wipe out almost anything in its path.

Fire Damage Spell Examples

Fire is likely one of the most ubiquitous types of damage for spells in 5e. So there are a lot of options for players or DMs to make fire-themed casters. Fire damage comes in many forms when it comes to spells.

Fire Bolt is a simple cantrip. The caster effectively throws a small chunk of fire, about the size of a pebble or small stone, at the target. Along with most fire spells it also mentions it can set flammable objects of fire, if they’re not being worn or carried.

Dmg For Alcohol And Fire 5e Background

There are also defensive type spells that allow the caster to deal damage while also shielding them.

Fire Shield is one such example of a protection spell that can also do damage. This spell coats the caster in a light flame, which also illuminates the area around the caster. The spell also protects against either fire or cold damage (the caster chooses this when they cast the spell).

The damaging portion of the spell works by making it so that any creature that attacks the caster when they have the shield on them takes damage.

There are also spells that can literally rain fire down on an area.

Meteor Swarm is a very high-level spell in DnD, it summons four balls of fire from the sky, which can hit different points that the caster gets to specifically choose. Each ball of fire acts as a 40ft radius point of damage.

Creatures caught in one of the 40ft radius balls of fire, are forced to make a Dex saving throw, taking half damage on a successful roll. The damage they take is 20d6 fire damage as well as 20d6 bludgeoning damage. So it actually easily can out damage an ancient red dragon’s breathe attack. Which is why it’s such a high-level spell.

What Does Fire Damage Look Like?

Like everything in DnD it all depends fully on the source of the damage, but the main similarities between the different sources is that it’s hot. Pretty obvious right?

Normally when I describe it, I like to talk about how the heat singes the hair and skin. Depending on the intensity of the attack, spell or natural source of fire damage.

Say an NPC casts fireball at the party, this is how I would describe it.

As the thin red beam shoots from the Wizards magical focus, the beam connects directly with the point the Wizard is aiming. A thin sphere of red hot fire radiates out from the center of the location the Wizard aims. You feel burn and roast your skin as well as smell it singe your hair and clothes. You take 28 Fire Damage.

Wrap Up

Okay, so that’s been our quick look at fire damage. This damage type is very ubiquitous in DnD, there are many different ways it can show up in games. It’s a pretty straight forward damage type, and I’d say most of you could come up with unique scenarios where it may not come from a specific monster or spell.

Hopefully, you found the post useful, and thanks for taking the time to have a read through this post, and until next time, may your day be a critical success!

TheGM