Falling damage
At the end of a fall, a creature takes the amount of bludgeoning damage for every 10 feet it fell based on its size. After falling 200 feet damage does not increase. You land prone, unless you somehow avoid taking damage from the fall.
Size | Space | Fall damage per 10 feet |
---|---|---|
Tiny | 2½ by 2½ ft. | 1d4 halved or 0 (DM’s discretion) |
Small | 5 by 5 ft. | 1d6 halved |
Medium | 5 by 5 ft. | 1d6 |
Large | 10 by 10 ft. | 2d6 |
Huge | 15 by 15 ft. | 3d6 |
Gargantuan | 20 by 20 ft. or larger | 4d6 |
Rate of Falling
When you fall from a great height, you instantly descend up to 500 feet. If you're still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted.
Falling into Water
A creature that falls into water or another liquid can use its reaction to make a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first. On a successful check, any damage resulting from the fall is halved.
Flying Creatures and Falling
A flying creature in flight falls if it is knocked prone, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the fly spell.
If a flier is knocked prone but is still conscious and has a current flying speed that is greater than 0 feet, subtract the creature's current flying speed from the distance it fell before calculating falling damage.
Final fall distance = Total fall distance - Current flying speed
If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns still falling and is prone, it can halt the fall on its turn by spending half its flying speed to counter the prone condition (as if it were standing up in midair).