QUICK REFERENCE
Damage: 1d6 / 10 ft, maximum 50d6
0–80 ft: Dex Save → half damage
81 ft–10× Dex: Dex DC 20 → stable unconscious; failure → Con DC 15 or die
Beyond 10× Dex: Con DC 15 → success survives, failure dies
Survived? Check Catastrophic Damage.
1. Fall Damage
A creature takes 1d6 bludgeoning damage per 10 feet fallen, up to a maximum of 50d6. This represents damage all the way to terminal velocity for a normal humanoid creature.
2. Reflex Saves
Each fall uses one of the following tiers based on the total distance fallen.
Tier 1 — Short Fall | 0–80 ft
Dexterity Save: DC 12–18 (10 + Feet fallen divided by 10)
- Success: Take half damage.
- Below 20 ft: Success negates the damage entirely.
Tier 2 — Trained Reflex | 81 ft to 10 × Dexterity Score
Dexterity Save: DC 20
- Success: The creature is unconscious and stable.
- Failure: The creature drops to 0 HP and makes a DC 15 Constitution save:
- Success: Begin making death saves normally.
- Failure: Die immediately.
A creature with Dexterity 8 or lower Automatically Fails.
Tier 3 — Beyond Reflex Threshold
Distance: Beyond 10 × Dexterity Score
- No Dexterity save is possible.
Constitution Save: DC 15
- Success: Survive and take the fall damage normally.
- Failure: Die immediately.
3. Damage Mitigation and Rulings
Effects that reduce or prevent falling damage, such as Feather Fall, Slow Fall, and similar abilities, function normally. Creatures are still subject to the Rule - Catastrophic Damage as normal.
