[RPG] Does every damage type have a way to deal nonmagical damage

damage-typesdnd-5e

The damage types are as follows:

  • Acid
  • Cold
  • Fire
  • Force
  • Lightning
  • Necrotic
  • Poison
  • Psychic
  • Radiant
  • Thunder
  • Bludgeoning
  • Piercing
  • Slashing

The last three are the damage types that are given to the weapons listed in the PHB. As such, it is easy to deal nonmagical damage of those types.

But what about the other damage types? I am guessing the DMG specifies a certain amount of fire damage you take if you are standing in a fire, which I assume would be nonmagical.

Are there any official examples in published materials of nonmagical things that would deal damage of these other types?

Best Answer

A player can gain access to all damage types non-magically

Important ruling on what counts as magical

While thedarkwanderer provides a great answer of monster attacks for each damage type, I wanted to see how many could be accomplished by a player. I also tried to select example abilities based on availability to a broader range of characters. This is the priority order: Equipment, Class feature, Racial trait, Situational.

  • Acid
    • Acid. [...] make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

  • Cold

    • Breath Weapon

      Your draconic ancestry [Silver and White yield cold] determines the ... damage type of the exhalation. [...] A creature takes 2d6 damage on a failed save

  • Fire
    • Alchemist's Fire. [...] Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns.

  • Force

    • Planar Warrior

      [...] As a bonus action, choose one creature you can see within 30 feet of you. The next time you hit that creature on this turn with a weapon attack, all damage dealt by the attack becomes force damage...

    • Note: While this feature is not magical, force damage is always magical by the description of the damage type:

      Force is pure magical energy focused into a damaging form.

  • Lightning

    • Storm’s Fury

      ... when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level.

  • Necrotic

    • Quivering Palm

      When you hit a creature with an unarmed strike, you can spend 3 ki points to [cause] the creature [to] make a Constitution saving throw. [...] If it succeeds, it takes 10d10 necrotic damage.

  • Poison
    • Poison, basic. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage.

  • Psychic

    • Maddening Hex

      [...] When you [cause a psychic disturbance to a target cursed by you as a bonus action], you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. The psychic damage equals your Charisma modifier (minimum of 1 damage).

  • Radiant (relevant ruling)

    • Improved Divine Smite

      [...] Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 radiant damage.

  • Thunder

    • Divine Strike [Tempest Domain]

      [...] Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target.

  • Bludgeoning, Piercing, Slashing
    • These types are present on standard weapons