D&D 5e Rules – Falling!

Into every game some character must fall.

Know the RulesPart of an ongoing (if occasional) series of 5e Rules notes.

Sooner or later, a question of falling comes up. Maybe it’s a pit trap, or a shove off a bridge, or an unsuccessful jump, or an expired flying spell, or …

It’s a good time to remember that the goal of 5e is not to recreate actual physics, but to provide easy, quick, workable verisimilitude, generally favoring the players. The falling rules are  a good example of this.

The basics

The basic rule is simple:

  • At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6.
  • The creature lands Prone, unless it avoids taking damage from the fall.

It can’t be that simple, right?

Hans Gruber falling in Die Hard
Fun Fact: Alan Rickman was dropped before he was expecting it, leading to some great facial expressions as he fell.

Of course, that raises other questions, many of which are answered in optional DMG/XGE/TCE rules.

  • You will “instantly” fall up to 500 feet in the turn you begin falling. You then fall an additional 500 feet at the end of each succeeding turn.
    • This mean no intervention by self or others during that first 500 feet if you don’t have a Reaction ability (such as Featherfall).
    • But after that everyone, including yourself, may be able to do something.
    • Note that though you fall 500 feet, you reach terminal velocity (so to speak) after only 200, given a max damage of 20d6.
    • From a physics perspective, in five seconds you will fall 180m, or 590 feet, so this is actually pretty realistic, at least that first turn.
  • Flying creatures that need to actively move to fly will fall if they are (a) knocked prone, (b) have speed reduced to 0, or (c) lose the ability to move. If the creature is noted as being able to hover, or is being held aloft by some spell effect, this doesn’t apply.
    • The first round they will fall 500 feet minus their current flying speed.
    • In the case of the “prone” condition, they can on their next turn (if the ground doesn’t intervene) “get up” (using half their movement) to recover.
  • If you fall into water, make a Strength (Athletics) or Dexterity (Acrobatics) check; if you succeed, damage is reduced by half, per TCE.
  • If you fall onto another creature, per TCE, the target must succeed on a DC 15 Dexterity save to avoid being impacted by the falling creature:
    • Any damage resulting from the fall is divided evenly.
    • The impacted creature is knocked Prone, unless it is 2+ sizes larger than the falling creature.
    • I’d rule that intentionally falling onto another creature probably takes an Dexterity (Acrobatics) check (perhaps against their AC?).
    • This is different from creatures that attack by dropping onto their targets or leaping onto them from above. They will often have specific rules about damage they might take when doing so (e.g., the Piercer).

How do you avoid falling damage?

A number of ways.

  • The Featherfall spell is cheap and easy and is cast as a Reaction, reducing falling speed to 60 feet/round, and landing you gently on your feet. It can affect up to 5 targets within 60 feet, including yourself, and lasts for a minute.
  • The Monk ability Slow Fall is possibly a bit misnamed, but essentially you can use it as a Reaction to reduce falling damage by an amount of Monk Level x 5 hp.
    • Earlier editions required something to slow you down (grabbing the wall, tree branches, etc.), but 5e does not; think of it as a three-point “hero landing.”

 

  • The Enhance Ability spell lets you pick “Cat’s Grace” as its DEX version. Among other things, it means the recipient “doesn’t take damage from Falling 20 feet or less if it isn’t Incapacitated.”
  • Using a Fly spell (etc.) will help, but only if it’s a fall of over 500 feet, otherwise you won’t have a chance to cast it before hitting the ground (unless you can cast it as a Reaction).
  • There are a variety of abilities that let you reduce damage to yourself or others that seem to apply here, e.g., Spirit Shield, Bastion of Law, Guardian Coil, Song of Defense.
  • Anything that gives you resistance/immunity to bludgeoning damage will likely help here, depending on how it operates.
  • Note that someone else using a Slow spell won’t help, as the falling creature‘s speed isn’t a factor in the damage or distance. (It doesn’t completely make sense, but them’s the rules).
  • Note that Athletics/Acrobatics do not, by RAW, do anything around reducing falling damage, though they have in previous editions. That’s all physics, baby.
    • I would, though, support a house rule that a successful Dexterity (Acrobatics) roll vs. a DC equal to the damage you took might keep you from going Prone (stick the landing!).