Falling 5e & 5.5 Rules

Radmanious Avatar

·

·

falling adventurer 5e

Picture the scene, you’re standing heroically atop a crumbling tower, sword glinting in the sunlight, delivering a rousing speech about vanquishing evil. Suddenly the floor disappears under your feet. The next thing you know, you’re plunging downward, all bravado replaced by a frantic flailing of limbs and at least one expletive. Falling is one of those inevitabilities in Dungeons & Dragons that can range from comedic to catastrophic and, much like life itself, it often sneaks up on you just when you feel most sure footed.

The Basics of Falling in 5e

  • Damage: In fifth edition, the general rule is simple: 1d6 bludgeoning damage for every 10 feet you fall, to a maximum of 20d6. That’s enough to make even the sturdiest barbarian reconsider toppling into a bottomless ravine.
  • Speed of Descent: While the rules don’t specify an exact velocity, many tables adopt a house rule that you drop up to 500 feet per round. This handily covers most typical plummets without turning your session into a physics lecture.
  • Actions While Falling: The official stance is that falling is fast—so if you get knocked off a cliff, you generally hit the ground by the end of your turn. However, DMs sometimes allow split-second heroics if you’ve readied an action or can cast a reaction-based spell (looking at you, Feather Fall).

Notably, the presence of spells, skills, and class features can mitigate the classic thump. Monks, for instance, have Slow Fall, which cuts down on the damage they take. Whether it’s cunning tactics or sheer luck, there’s always something that might cushion the blow even if that something is your hapless bard.

Updates from the 2024 (5.5) Edition


The forthcoming 5.5 rules reaffirm the spirit of falling mechanics while clarifying some corner cases. Look out for:

  • Sharper Wording on Reactions: The new text may more explicitly outline when a character can cast a reaction spell during a fall. This can settle those table debates about whether you can cast Feather Fall midway between the battlements and the courtyard.
  • Optional Falling Velocity: Some DMs enjoy more crunchy realism, so the updated guidelines will suggest clearer ways to handle extremely tall drops perhaps extending that 500 feet assumption or adding an extra flourish for terminal velocity.
  • Improvised Solutions: A few more official examples might showcase how characters can creatively lessen the impact like using Misty Step mid plunge or smashing a suspiciously placed awning on the way down.

Practical Falling Tips for Dungeon Masters

  • Describe the Drama: A good fall is more than a quick calculation of damage dice. Describe the wind whooshing in characters’ ears, the shifting perspective of the battlefield, and the moment of heartbreak (or exhilaration) when the ground rushes up.
  • Offer Potential Lifelines: Maybe a dangling rope, a conveniently placed gargoyle’s head, or a friendly giant eagle is within grabbing distance. Let players attempt quick reflex saves (or skill checks) if it feels narratively appropriate.
  • Set the Stakes: A 10-foot pit trap shouldn’t do more than scratch an adventurer’s pride, but a 300-foot drop off a skyship? That’s a mini-event in itself. Crank up the tension (and creativity) for longer, more perilous plummets.

Practical Falling Tips for Players

  • Prepare Spells and Abilities: If you suspect your DM loves precipitous dangers, memorise Feather Fall or hold back a Misty Step. Monks, of course, should keep Slow Fall in mind for smooth landings.
  • Team Coordination: Falling doesn’t have to be a solo affair. A quick-thinking wizard might cast Levitate on their tumbling comrade, or a druid might transform into a large bird for a heroic midair rescue. Communication (and good timing) is key.
  • Plan B: Sometimes you can’t avoid a fall—like when a dragon’s tail sweeps you off a ledge. In those cases, have a backup strategy. A carefully timed acrobatics check might let you reduce the distance by bouncing off obstacles en route to the bottom.


Gravity isn’t always your friend, especially in a world filled with floating citadels, trapdoors, and rickety scaffolding that just begs to collapse. However, an attentive adventurer can transform a comedic tumble into an epic (and survivable) highlight. Whether you’re leaping from a griffon’s saddle or tottering off a castle parapet, remember: the ground is usually patient enough to wait for you, so you might as well turn the fall into a daring display of skill—or at least make it entertaining.