Hero's Epic Fall Damage (5e Variant Rule)

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Revision as of 18:25, 30 May 2022 by Select Hero (talk | contribs) (Your Fall)
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Author: Select Hero (talk)
Date Created: April 18, 2022
Status: Complete
Editing: Clarity edits only please
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Let's dive right in. There are several factors to consider related to falling, each of which alter the impact.
Elevation grants matter space to accelerate; increasing the impact speed.
Mass grants the growing speed a force, leading to an exchange of energy that can disintegrate material.
Location defines the strength and slope of terrain, influencing the rate of the energy exchange at impact.
Body Position influences the fall speed, location, angle of impact, final deceleration, and position of the vital organs.

 

Let's dive right in. There are several factors to consider related to falling, each of which alter the impact.
Elevation grants matter space to accelerate; increasing the impact speed.
Mass grants the growing speed a force, leading to an exchange of energy that can disintegrate material.
Location defines the strength and slope of terrain, influencing the rate of the energy exchange at impact.
Body Position influences the fall speed, location, angle of impact, final deceleration, and position of the vital organs.

Your Fall

The fall height and your body weight form the basis of a damage factor (DF), which may be incrementally reduced by other factors.

A Fine Selection of Fall DFs

H/W 11 23 42 72 116 177 260 368 507
682
2 2 3 4 5 6 7 8 9 10 11
16 5 7 8 10 12 14 16 18 20 22
64 8 11 13 16 19 22 25 28 31 35
144 11 14 18 21 25 29 33 37 41 46
256 16 18 22 26 30 35 40 45 50 55
400 16 20 25 30 35 41 47 52 58 64
576 16 23 28 34 40 46 53 59 66 73
900 16 23 31 40 47 54 61 69 76 84
1296 16 23 31 41 53 61 69 78 86 95
1764 16 23 31 41 53 65 77 86 96 106
2304 16 23 31 41 53 65 79 94 105 116
3136 16 23 31 41 53 65 79 94 111 128

Formula to Calculate your Fall DF

Cube roots are just like square roots; except for cubes, which are like squares, but in a higher dimension; actually, our own dimension.

  • Fall DF = (Fall Height × Weight)1/3

OR

  • Fall DF = Fall Height1/3 × Weight1/3


Step 1: 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

Step 2: Rolling a Fall Save/Check

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: 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.

Step 3: Generating Fall Damage

Roll the Terrain Die and multiply by the remaining Fall DF.

Rolling a single time reflects one location among the terrain, reducing predictability of fall damage from great heights.

Rule 2: Preparation may be awarded with advantage.

Rule 3: Interference during the fall triggers disadvantage.

Useful Additions

Quick Jumps - Parkour

A player may spend up to 30 feet of cumulative movement per turn falling, rolling for each fall separately.

Movement Cost 5 10 15 20 25 30
Maximum Distance 16 64 144 256 400 576

Turn Order

Elevation updates are placed in the order of turns by taking yhe initiative of the failling creature minus 6, or however many seconds remain of the fall.

  • Fall Duration = Fall Height1/2/ 4


Terminal Velocity

Your Fall DF will not increase beyond this fall height.

  • Maximal Fall Height = Weight1/2 × 120

Back to Main Page5eVariant Rules

Bold text

Step 1: 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

Step 2: Rolling a Fall Save/Check

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: 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.

Step 3: Generating Fall Damage

Roll the Terrain Die and multiply by the remaining Fall DF.

Rolling a single time reflects one location among the terrain, reducing predictability of fall damage from great heights.

Rule 2: Preparation may be awarded with advantage.

Rule 3: Interference during the fall triggers disadvantage.

Useful Additions

Quick Jumps - Parkour

A player may spend up to 30 feet of cumulative movement per turn falling, rolling for each fall separately.

Movement Cost 5 10 15 20 25 30
Maximum Distance 16 64 144 256 400 576

Turn Order

Elevation updates are placed in the order of turns by taking yhe initiative of the failling creature minus 6, or however many seconds remain of the fall.

  • Fall Duration = Fall Height1/2/ 4


Terminal Velocity

Your Fall DF will not increase beyond this fall height.

  • Maximal Fall Height = Weight1/2 × 120

Back to Main Page5eVariant Rules

AuthorSelect Hero +
Identifier5e Variant Rule +
Rated ByGhostwheel + and Skyrock +
RatingRating Pending +
SummaryFall Damage accurate method and everything else to do with falling. +
TitleHero's Epic Fall Damage +