There are no hard and fast rules on how to improvise damage in your game. The real trick is learning when to apply improvised damage and learning how to do it quickly. For example a trap that casts a spell would be assumed to default to the spell’s damage rather than take on improvised damage for being a trap. Other types of damage may have rules, such as poisons or magical effects, even if they are not listed directly with what they occur on. Things like falling damage have a set table you can pull from in the Player’s Handbook (page 183). This kind of damage, while covering a wide range of cases, does not apply to all non-weapon or non-spell damage. However, this can also apply to falling rocks, poisonous bug bites, dungeon traps, or anything else just as easily. Usually this includes things like extreme conditions, lava damage, acid pools, fire pits, etc. This can be used for anything that deals damage but wouldn’t have a set amount applied to it in the rules or books. Improvised damage is a way to figure out how much damage a nonstandard weapon or attack might do. Let’s take a look at how to come up with level appropriate damage on the fly for your 5e game. Instead, you’ll need to know how to properly improvise damage. Thankfully you’re not expected to know a set value for each of these random examples. How much damage do they take? These are questions that you may have to wrestle with as a dungeon master. How much damage do they take? If a character falls in lava and doesn’t die right away, how much damage do they take? Your group’s paladin, who is standing in full plate in a field, is struck by lightning while holding their sword aloft. Let’s say one of your players gets thrown into a fire pit.
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