Difference between revisions of "Hero's Epic Fall Damage (5e Variant Rule)"

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{{#set:Summary=Fall Damage accurate method and everything else to do with falling.}}
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{{#set:Summary=Fall Damage, a single method, unique choices, fair at all levels, based on weight, height, skill, and terrain, quickly done with a calculator or table.}}
== Hero's Epic Fall Damage ==
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==Variant: Falling==
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===== Calculate a Fall DC =====
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* Fall DC = (Fall Height × Weight)<sup>1/3</sup><br>
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<sub>To use kilograms & meters, multiply by 2<br><br>
  
There are several factors to consider related to falling, each of which alter the effect of impact.
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==== Accidental Falls ====
*Elevation gives space for acceleration; thereby, increasing the speed at impact.
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Subtract a Strength or Dexterity saving throw from the fall DC
*Mass gives equal acceleration to all falling objects; however, being heavier generates greater impact shock and higher terminal velocity.
 
*Body position affects the speed, location, and angle of an impact; it can also lengthen the deceleration window and shield your vital organs.
 
*Location means slope and surface strength that reduce or increase the forces felt at impact.
 
*Health is the final ingredient, which among other things may increase the risk of injury.
 
  
=== Finding a Fall Difficulty Class (Fall DC) ===
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==== Intentional Jumps ====
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Make a DC 15 Intelligence or Wisdom check to lower the terrain one level<br>
  
Addressing these equally important factors begins with a simple formula.
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===== Roll a Terrain Die =====
 
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d1 for deep water<br>
;Fall DC = (Fall Height × Weight)^1/3
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d3 for deep snow or sand<br>
 
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d6 for adobe or wood<br>
=== Rolling a Fall Save/Check ===
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d12 for rock or metal<br>
 
 
*Strength/Athletics or Acrobatics
 
Reduce the Fall DC by an amount equal to your roll.
 
 
 
*Intelligence/Investigation or Survival
 
Reduce the Terrain die once every 10 points of your roll.
 
 
 
Rule 1
 
Preparation is rewarded with advantage.
 
 
 
Rule 2
 
Encountering interference during a fall triggers a new roll, with disadvantage.
 
 
 
Rule 3
 
One skill may replace another during a multi-round fall but they do not stack. Your chosen skill represents your focus, but not the totality of your effort.
 
 
 
=== Choosing a Terrain Die ===
 
 
 
Selected for a range of likely hazards specific to each area, rolled instead of a d6.
 
 
 
Terrain Materials: 
 
 
 
(d1)Waterfall: wax, snow, rubber, perlite 
 
 
 
(d2)Moorland: sand, gravel, gypsum, balsa 
 
 
 
(d3)Tundra: clay, dolomite, ice, cedar 
 
 
 
(d4)Forest: travertine, cypress, hickory, elm 
 
 
 
(d6)Urbana: sandstone, ironwood, soil-cement 
 
 
 
(d8)Cavern: rhyolite, shale, limestone 
 
 
 
(d12)Labyrinth: granite, slate, marble, basalt 
 
 
 
(d20)Treasury: sapphire, gold, porcelain, coral
 
 
 
=== Generating Fall Damage ===
 
 
 
Roll the Terrain Die a number of times equal to the remaining Fall DC.
 
 
 
=== Terminal Velocity ===
 
 
 
;Maximal Fall Height = sqrt(weight) × 120
 
 
 
Fall DC will not increase beyond this Fall Height, due to terminal velocity.
 
  
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===== Damage =====
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Multiply the remaining fall DC by the outcome of the Terrain die roll
 
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{{5e Variant Rules Breadcrumb}}
 
{{5e Variant Rules Breadcrumb}}

Revision as of 18:55, 2 October 2022

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Author: Select Hero (talk)
Date Created: April 18, 2022
Status: Complete
Editing: Clarity edits only please
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Variant: Falling

Calculate a Fall DC
  • Fall DC = (Fall Height × Weight)1/3

To use kilograms & meters, multiply by 2

Accidental Falls

Subtract a Strength or Dexterity saving throw from the fall DC

Intentional Jumps

Make a DC 15 Intelligence or Wisdom check to lower the terrain one level

Roll a Terrain Die

d1 for deep water
d3 for deep snow or sand
d6 for adobe or wood
d12 for rock or metal

Damage

Multiply the remaining fall DC by the outcome of the Terrain die roll


Back to Main Page5x5eVariant Rules

AuthorSelect Hero +
Identifier5e Variant Rule +
Rated BySkyrock +, Ghostwheel + and The bluez in the dungeon +
RatingRating Pending +
SummaryFall Damage, a single method, unique choices, fair at all levels, based on weight, height, skill, and terrain, quickly done with a calculator or table. +
TitleHero's Epic Fall Damage +