Top 3 Ways to Deal Stupid Damage at Level 1 Just by Usin’ the Environment
Mike’s Rant
Yer level one. No fireball. No sneak attack chain. Barely enough HP to sneeze without fallin’ unconscious.
But there’s a goblin scout sneerin’ at ya from across a rickety bridge — and yer holdin’ a ten-foot pole and a bad attitude.
This ain’t about class features.
This ain’t about spells.
This is about weaponizin’ the damn world — one cliff, chandelier, and stew pot at a time.
So here’s how you drop serious pain at level one without usin’ a single spell slot.
1. Throw the Baddie Off a Cliff (or Down the Stairs)
Setup:
You’re on high ground. Enemy’s within 5 feet. Yer Strength is at least 16 (+3).
Use a Shove action (Athletics vs. Athletics/Acrobatics). If they fail — down they go.
Damage:
💥 1d6 bludgeoning per 10 feet fallen
Max in most dungeons? ~30–50 feet
That’s 3d6 to 5d6 damage — 15 to 30 possible.
At level 1? That’s lethal.
Bonus Tricks:
Shove toward a pit trap or lava stream
Grease the floor first (if yer a caster — hello Wizard)
The Paladin Who Can’t Lie But Carries a Shield That Does knows how to “accidentally” angle a shield bash
Why it’s nasty:
No weapon needed. No magic. Just physics and a bit o’ hate.
2. Use Objects as Improvised Weapons — and Get Creative
Setup:
Grab a tankard, femur, chair, skull, or metal pot — anything weighin’ 1–5 lbs.
DMs usually treat these as 1d4 bludgeoning. Not bad for no weapon prof.
Now make it better:
Alchemist’s fire tossed on a haystack = fire trap
Flour bag + torch = blind + explosion
Push bookcase onto goblin = DM’s soul leaves their body
Wanna see how this kind o’ nonsense leads to legend? Read The Bard Who Can’t Sing But Tries Anyway. It’s the art of theatrical warfare.
Creativity Deals Crits When Yer Dice Don’t
DMs love it. Players love it. Use the world. Make a mess. That’s how ya survive level one and become unforgettable.
👉 Browse the Tavern Armory to see what kind o’ objects — magical or mundane — can be flavored into deadly fun. Or visit Player Tips to sharpen that chaotic brain of yers.
3. Light Something on Fire and Lure ‘Em In
Setup:
Got a torch? Got oil? Got wood floors?
Congrats, yer a pyromancer now.
Pour flask of oil on a choke point
Light it up (takes 1 action)
Deal 5 fire damage on contact + possible extra if they stay in it
Bonus tricks:
Smoke ‘em out of cover
Heat metal doors to trap them inside
Combine with fall damage by firin’ a burning arrow at a rope bridge
Look, I ain’t sayin’ arson is the answer.
But Ashmaul, the Emberwake Hammer would agree — sometimes the fire is the point.
At Level One, You’re Squishy — So Make the World Hit Harder Than You
Don’t wait for level five to feel clever.
Push the orc. Light the hay. Grab the rope and swing like yer life depends on it — cause it probably does.
👉 Contact the Tavern if yer DM don’t allow environmental damage. Or read the FAQ to learn how to argue for fall rules, oil flasks, and improvised chaos without soundin’ like a brat.
FAQ
Q: Is shove overpowered at level 1?
A: Nah — it’s contested, so it ain’t guaranteed. But if it lands? It hurts.
Q: What if my DM says no to environmental stuff?
A: Then have a respectful chat. The core rules support it — and it makes the world feel alive.
Q: I don’t have high Strength. Can I still use the environment?
A: Aye. Just be creative. Trap doors, rope tricks, rollin’ barrels — it ain’t about stats. It’s about thinkin’ like a tavern brawler.