Difference between revisions of "Hero's Epic Fall Damage (5e Variant Rule)"
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Select Hero (talk | contribs) m (→Falling) |
Select Hero (talk | contribs) m (→Falling) |
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<sub>To use kilograms & meters, multiply the initial damage by 2<br> | <sub>To use kilograms & meters, multiply the initial damage by 2<br> | ||
Due to terminal velocity, the maximum initial damage is 5 × Weight<sup>1/2</sup></sub><br> | Due to terminal velocity, the maximum initial damage is 5 × Weight<sup>1/2</sup></sub><br> | ||
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+ | ==== Intentional Jumps ==== | ||
+ | Make a DC 20 Intelligence or Wisdom check to lower the terrain die one level<br> | ||
==== Accidental Falls ==== | ==== Accidental Falls ==== | ||
Subtract a Strength or Dexterity save from the initial damage | Subtract a Strength or Dexterity save from the initial damage | ||
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===== Damage ===== | ===== Damage ===== | ||
− | + | Multiply the remaining damage by a die roll based on the Terrain type<br> | |
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{{5e Variant Rules Breadcrumb}} | {{5e Variant Rules Breadcrumb}} |
Revision as of 15:44, 1 July 2022
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Contents
Falling
Select a Terrain Die
d1 for deep water
d3 for deep snow or sand
d6 for adobe or wood
d12 for rock or metal
Calculate Initial Damage
- initial damage = (Fall Height × Weight)1/3
To use kilograms & meters, multiply the initial damage by 2
Due to terminal velocity, the maximum initial damage is 5 × Weight1/2
Intentional Jumps
Make a DC 20 Intelligence or Wisdom check to lower the terrain die one level
Accidental Falls
Subtract a Strength or Dexterity save from the initial damage
Damage
Multiply the remaining damage by a die roll based on the Terrain type
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