Falling Damage in 5e: How Much Damage a Fall Does, by Height

In D&D 5e a falling creature takes 1d6 bludgeoning damage for every 10 feet it fell, up to a maximum of 20d6 at 200 feet. That is 3.5 damage per 10 feet on average and 70 at the cap. You also land Prone unless you take no damage from the fall.

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How does falling damage work in 5e?

When a creature falls, it takes 1d6 bludgeoning damage for every 10 feet it dropped, applied when it hits the ground. The damage stops growing at 20d6, which you reach at 200 feet. When it lands, the creature has the Prone condition unless it managed to take no damage at all from the fall.

The 2014 and 2024 Player's Handbooks use the same numbers. The only real table debate is rounding: the rule counts full 10-foot increments, so a 25-foot fall is 2d6, not 3d6. Roll the dice on the d6 roller, which handles up to 20 dice at once for the worst drops.

How much damage does a fall do at each height?

Each d6 averages 3.5, so a fall averages 3.5 damage per 10 feet. The minimum is one point per die and the maximum is six per die.

Height fallenDamage diceAverageRange
Under 10 ft.None00
10 ft.1d63.51–6
20 ft.2d672–12
30 ft.3d610.53–18
40 ft.4d6144–24
50 ft.5d617.55–30
60 ft.6d6216–36
80 ft.8d6288–48
100 ft.10d63510–60
150 ft.15d652.515–90
200 ft. or more20d6 (cap)7020–120

For quick math at the table, multiply the tens of feet by 3.5. A 70-foot fall is 7d6, about 24.5 damage. The average dice rolls guide has the same numbers for every die size.

How dangerous is a fall at each level?

A 30-foot pit averages 10.5 damage. That can drop a level 1 wizard with 6 hit points in one go, while a level 5 fighter with around 44 hit points shrugs it off. The cap is what keeps big falls survivable later on: a 1,000-foot plunge off a cliff still averages 70, so a level 12 barbarian usually walks away.

  • Levels 1–2: anything past 20 feet is a real threat. Treat high ledges like traps.
  • Levels 3–8: falls are a tax on hit points, not a death sentence, unless the character is already hurt.
  • Level 9+: only the full 20d6 matters, and mostly to casters with low Constitution.

How can you avoid or reduce falling damage?

  • Feather Fall: the 1st-level Feather Fall spell is cast as a Reaction and slows up to five falling creatures to 60 feet per round. Anyone who lands while it lasts takes no damage, so they also don't land Prone.
  • Slow Fall (Monk): from Monk level 4, you can use your Reaction to cut falling damage by five times your Monk level. At level 4 that's 20 points, enough to erase most 50-foot falls.
  • Flying and hovering: a flyer that is knocked Prone or has its Speed reduced to 0 falls, unless it can hover or is being held aloft by magic.
  • Resistance: anything that gives resistance to bludgeoning damage, such as a Barbarian's Rage, halves the damage.
  • Climbing gear: a rope tied off at the top turns a 60-foot drop into a short slip. DMs often allow an ability check to catch yourself on a wall.

How fast do you fall in 5e?

The Player's Handbook resolves a fall instantly: you hit the ground on the same turn. Xanathar's Guide to Everything adds an optional rule for very long falls. A falling creature drops up to 500 feet right away, then up to another 500 feet at the end of each of its turns. That gives a character falling from a flying ship a turn or two to cast a spell, grab an ally or drink a potion before impact. Feather Fall's 60 feet per round is much slower, which is why it lasts a full minute.

What about landing in water or on another creature?

The core falling rule has no special case for water, so by default the damage is the same. Many DMs reduce or skip the damage for a dive into deep water, especially if the character makes a Strength (Athletics) or Dexterity (Acrobatics) check. Falling onto another creature isn't covered by the core rule either; Tasha's Cauldron of Everything offers an optional rule for it. Decide these calls before the session if your dungeon has chasms and underground rivers.

Running falls as a DM

Falls are the easiest hazard to price because the average is so predictable. Want a scary but fair drop for a level 3 party? Use 30 to 40 feet: 10.5 to 14 damage on average. Pair it with the Prone condition (see the conditions guide) when enemies are waiting at the bottom, and the fall becomes a combat problem, not just a hit-point tax.

FAQ

How much damage does a 30 foot fall do in 5e?

A 30-foot fall deals 3d6 bludgeoning damage, which averages 10.5 and ranges from 3 to 18. You also land Prone unless the fall deals you no damage.

What is the maximum falling damage in 5e?

Falling damage caps at 20d6, reached at 200 feet. The average is 70 damage and the maximum is 120. Falling 500 feet does the same damage as falling 200 feet.

Do you round falling distance up or down?

The rule counts each full 10 feet, so most DMs round down: a 15-foot fall deals 1d6 and a 9-foot fall deals nothing. Some tables round to the nearest 10 feet instead, so agree on it before it matters.

Does falling damage change in the 2024 rules?

No. The 2024 Player's Handbook keeps 1d6 bludgeoning per 10 feet, the 20d6 cap and landing Prone unless you avoid all the damage.

How fast do you fall in 5e?

The core rules apply falling instantly. Xanathar's Guide to Everything adds an optional rule: you drop up to 500 feet right away, then up to 500 feet at the end of each of your turns until you land.

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