You have become increasingly adept at movement among both the towers and rooftops of civilization, and the branches of the deep forest. You gain the following benefits:
- You can use Acrobatics to make skill checks to climb and jump.
- You double the number of feet you can cover for any jump.
- You ignore the first 30 feet of falling damage.
- You can make a Dexterity saving throw to take only half damage from falling.
- You walk or run across branches, treetops, secured horizontal ropes, and slack lines as if they were solid ground.
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Posted Dec 14, 2019What's the DC on the saving throw to reduce damage when falling?
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Posted Mar 2, 2020I guess that's up to the DM, ya know? FOr example, at 40 ft, I'd assign a low DC like an 8 or 10, depending on what kind of ground is there. But 100 feet? That might be a 19 or 20.
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Posted Mar 5, 2020I do like the idea that the DC is set by the DM, rather than staying at a fixed number. Not sure how to word that, though.
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Posted Apr 24, 2020Great question. I would probably leave it to the Dungeon Master's discretion based on the individual circumstances, but as a guideline I think it should be DC 10 +1 for every 10 feet, so a fall from 60 ft is DC 16, while a fall from 80 ft is DC 18. I'd also probably cap the DC at 25 for 150+ feet.
However, I'm open to suggestions :)
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Posted Nov 25, 2020I would suggest adding 18 dex requirement to this, as well as limiting to people wearing light or no armor.
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Posted Nov 10, 2021This should probally just give a 30ft climb speed and resistance to fall damage straight up. In place of effects 3 and 4, and slightly touch up the other effects.