Difference between revisions of "Hero's Epic Fall Damage (5e Variant Rule)"
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For water, the reduced DF is the damage<br> | For water, the reduced DF is the damage<br> | ||
− | For drops onto hard surfaces, the reduced DF is multiplied by a die roll based on the Terrain type | + | For drops onto hard surfaces, the reduced DF is multiplied by a die roll based on the Terrain type<br<br> |
====Terrain Type==== | ====Terrain Type==== | ||
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d6 for adobe or wood<br> | d6 for adobe or wood<br> | ||
d12 for rock or metal<br> | d12 for rock or metal<br> | ||
+ | <br> | ||
+ | === Terminal Velocity === | ||
+ | Use a maximum DF of 5×Weight<sup>1/2</sup> to account for terminal velocity | ||
---- | ---- | ||
{{5e Variant Rules Breadcrumb}} | {{5e Variant Rules Breadcrumb}} |
Revision as of 23:06, 13 June 2022
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Contents
Falling
To determine the potential damage a creature or object receives from a fall, calculate a Drop Factor (DF)
- DF = (Fall Height × Weight)1/3
To use kilograms & meters, multiply the DF by 2
Accidental Falls
Subtract a Strength or Dexterity save from the DF
Intentional Jumps
Make a DC 20 Intelligence or Wisdom check to lower the terrain type one level
Damage
For water, the reduced DF is the damage
For drops onto hard surfaces, the reduced DF is multiplied by a die roll based on the Terrain type<br
Terrain Type
d3 for snow or sand
d6 for adobe or wood
d12 for rock or metal
Terminal Velocity
Use a maximum DF of 5×Weight1/2 to account for terminal velocity
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