
Doesn’t quite have a fantasy ring to it so we’ll break it up like this: In the real world, we call this terminal velocity which is 9.8m/s. Later in this post, we’re going to cover clever ways for the Dungeon Master to make falls more interesting and less party wiping. Ouch! Clean up on Aisle 7d6.īe aware, that everything is at the dungeon master’s discretion. The average damage would be about 24 or 25 points of bludgeoning damage. The Dungeon Master would then toss out a 7d6 damage roll on your very specific fall damage dice. Say a player character is pushed off the edge of a cliff that’s 70 feet tall. They also land prone unless their damage total is 0. This is incredibly brutal as a 20-30 feet fall can ruin any low-level character with 16 hit points. If the Dungeon Master rolls high, it’s all over. How to Calculate Fall DamageĪ simple rule of thumb is to remember that the player takes 1d6 bludgeoning damage for every 10 feet they fall to a maximum of 20d6. Of course, there are ways to mitigate how much damage the player character takes, but we’ll get into that later. The creature lands prone, unless it avoids taking damage from the fall.” At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. “A fall from a great height is one of the most common hazards facing an adventurer. What is Fall Damage?Īs obvious as this sounds, there’s a lot of nuance involved in figuring out how gravity works in Faerun. Here’s what the player’s handbook says about the basic rules of fall damage 5e: you fall (maximum of 20d6). If you want the long answer, you’ll have to read on to find out. The short answer is you take 1d6 bludgeoning damage for every 10 ft. Becoming a stain on the stone at the bottom of a castle is a nasty way to go, in any world. Since you’re here, I’m sure your curious about how Fall Damage works in D&D 5 th edition.
