

If you’d like a flying creature to have a better chance of surviving a fall than a non-flying creature does, use this rule: subtract the creature’s current flying speed from the distance it fell before calculating falling damage.

“A flying creature in flight falls if it is knocked prone, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the fly spell. It may sound odd at first, but what if a flying creature starts falling? What happens if your magical flight suddenly runs out or you finally land a shot on that no-good pixie? Xanathar’s gave us some solid optional rules for all the interactions between falling and fly speeds:

Obviously, it will only be relevant on the highest of falls but remember this when we get to ways of surviving a fall. So, if you fall from a height of exactly 501 feet, you’ll get a round to react and possibly save yourself. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted.” If you’re still falling on your next turn, you descend up to 500 feet at the end of that turn. “When you fall from a great height, you instantly descend up to 500 feet. When you’re extremely high up, you may need to use the following optional rule rule: Let’s say you’re falling down some impossibly deep pit, or are in the middle of the plane of air or something and there isn’t a bottom to reach? Well, you don’t fall instantly. Let’s go through some of the common modifiers to this simple rule. For a quick reference, that’s an average of 70 damage, with a potential minimum of 20, and maximum of 120.īut that’s just a straightforward fall, this is D&D after all and practically anything can happen. This means that if you get pushed out of an airship or off a mountain (anything with a several hundred foot drop), you’ll be taking the maximum of 20d6 bludgeoning damage once you finally hit the bottom. Fall 30 feet, take 3d6 bludgeoning damage. 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. To start with, here’s the raw fall damage rules from the basic rules:
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How to Calculate Fall Damage 5eīefore we get into what to do when you find yourself falling, let’s go over how fall damage actually works. Now that you’re falling though, is there hope? Do you have any options? How much is this going to hurt exactly? Watch as your life flashes before your eyes and we go through everything you need to know. Falls and great heights are some of the few things that can outright kill a player and most veteran TTRPG players can recount at least one or two characters that have met an untimely end with an inopportune slip or badly judged jump. So, you’ve slipped off the edge of a cliff and are plummeting to your death, we’ve all been there. A Complete Guide for Plummeting to Your Doom
