The Endlessness
rules3 min read

Falling Damage in D&D 5e: How It Actually Works

D&D 5e falling damage rules. The 1d6 per 10 feet formula, the 20d6 cap, Feather Fall, and why gravity is the game's most reliable trap.

Falling Damage in D&D 5e: How It Actually Works

Gravity doesn't care about your Armor Class. Doesn't care about your HP pool. Doesn't care about your Oath of Vengeance. Gravity is the one enemy in D&D that rarely misses.

Here's exactly how falling damage works in 5e.

The Core Rule

  • 1d6 damage per 10 feet fallen.
  • Maximum: 20d6 (falling 200 feet or more).

Example:

  • 10 feet fall: 1d6 damage.
  • 30 feet fall: 3d6.
  • 100 feet fall: 10d6.
  • 200+ feet fall: 20d6 (capped).

On average, 20d6 is 70 damage. Enough to kill most characters below level 15 outright.

Landing Prone

When you fall more than 10 feet, you land prone unless you avoid taking damage.

Prone is the standing-up-next-turn condition. Costs half your movement.

Feather Fall

Feather Fall is a 1st-level spell. Cast as a reaction when you or an ally is falling. Slow the fall: reduce falling speed to 60 ft per round, and the target takes no damage from the fall.

Up to 5 creatures within 60 ft can be affected.

Feather Fall is one of the best defensive reactions in the game. Carry a wand or scroll if you can't cast it. It saves you against every falling hazard.

Reducing Falling Damage

  • Acrobatics check (optional rule): DC 10 Dex (Acrobatics). On success, halve fall damage and you don't land prone.
  • Slow Fall (Monk level 4): Reaction, reduce fall damage by 5 x Monk level.
  • Fly, Levitate, Gaseous Form: Prevent falling.
  • Polymorph into something winged or aquatic: Mitigate gravity effectively.

Specific Falls

Knocked Off a Cliff

You fall the remaining distance in the round you're pushed. Damage calculated at the end.

Jumping Down

Voluntary fall. Same damage formula.

Shoved Prone While Airborne

If a flying creature is knocked prone, they start falling (no fly speed while prone).

Fall From 5e Campaigns

Common deadly drops:

  • 50 ft: 5d6 avg 17 damage. Survivable for most.
  • 100 ft: 10d6 avg 35 damage. Risky for low-level characters.
  • 500+ ft: 20d6 avg 70 damage. Plus you've fallen for 8 rounds.

Feather Fall works on any fall height.

Death from Above

If you fall onto a creature, you deal damage:

  • Half the fall damage to the creature you land on.
  • The other half to you.
  • You and the target are both knocked prone.

Optional rule. Some tables enforce, others don't.

In Solo Play

Falling is a common environmental hazard. Solo characters should:

  1. Know the Feather Fall spell or item. Wand of Feather Fall is a great backup.
  2. Be cautious on heights. A single failed Dexterity save from a spell near a cliff edge = fall damage.
  3. Polymorph or Fly strategically. Fly spell (3rd level) provides combat + anti-fall utility.

The Endlessness and Falling

Our AI Dungeon Master calculates fall damage based on distance, applies reductions from Slow Fall and similar features, and resolves Feather Fall reactions. When you're knocked off a bridge, the system rolls the appropriate damage based on the drop distance.

For related reads, our combat rules, hit points guide, and spell list cover the broader system.

Final Takeaway

Falling damage scales fast. A 30-foot drop is 3d6, which is genuinely painful. A 100-foot drop is potentially lethal at low levels.

Always know your Feather Fall options. Your PC's worst enemy is gravity and the DM pointing at a cliff.

Try a spellcaster on The Endlessness and keep Feather Fall prepped. You'll use it.

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