i was wondering what would happen if one creature fell on top of another, would they both take half damage? both full damage?
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Enethia is running a library, Kalnor is with one of his friends(Likely Mithris), Mali is making an elixir, Asari is sad, Ink is dying in Kalnoia, Nox is dead, Zal is eating cheese fries, Tefeerinn is experiencing fuller life, Shardia is watching the safehouse, Mabij is prepping for a trial, Hrakor is running from prophesy, Viperitahk is locked in a strange battle, Void is watching, Redd is writing all of these. See the EXTENSION for the rest
Enethia is running a library, Kalnor is with one of his friends(Likely Mithris), Mali is making an elixir, Asari is sad, Ink is dying in Kalnoia, Nox is dead, Zal is eating cheese fries, Tefeerinn is experiencing fuller life, Shardia is watching the safehouse, Mabij is prepping for a trial, Hrakor is running from prophesy, Viperitahk is locked in a strange battle, Void is watching, Redd is writing all of these. See the EXTENSION for the rest
But I would suggest using some discretion when it comes to creature size. If a falling giant lands on a goblin, that goblin shouldn't prevent half of the giant's damage. I would suggest that the damage reduction from landing on a creature should be capped at the max hp of the second creature.
E.g giant falls and is to take 24 damage. Lands on goblin who takes half of it until all his 7hp are used up. Giant takes remaining 17 damage.
If a creature falls into the space of a second creature and neither of them is Tiny, the second creature must succeed on a DC 15 Dexterity saving throw or be impacted by the falling creature, and any damage resulting from the fall is divided evenly between them. The impacted creature is also knocked prone, unless it is two or more sizes larger than the falling creature.
For the record, this reads to me like a new way to weaponize high jumping. Apart from jumping with grappled creatures (and either dropping them at the top of the jump, or landing in a way that treats them as having fallen, depending on DM ruling), your Elk or Tiger Totem Barbarian, Beast Barbarian, or Monk can now just make crazy elbow drop leaps on their turn to inflict prone and some damage on an enemy (and themselves) before attacking them in melee.
If a creature falls into the space of a second creature and neither of them is Tiny, the second creature must succeed on a DC 15 Dexterity saving throw or be impacted by the falling creature, and any damage resulting from the fall is divided evenly between them. The impacted creature is also knocked prone, unless it is two or more sizes larger than the falling creature.
For the record, this reads to me like a new way to weaponize high jumping. Apart from jumping with grappled creatures (and either dropping them at the top of the jump, or landing in a way that treats them as having fallen, depending on DM ruling), your Elk or Tiger Totem Barbarian, Beast Barbarian, or Monk can now just make crazy elbow drop leaps on their turn to inflict prone and some damage on an enemy (and themselves) before attacking them in melee.
Only if they can leap over 10ft vertically over the head of their target.
Only if they can leap over 10ft vertically over the head of their target.
That's not really difficult. A Beast Barbarian with 20 strength already high jumps 8 feet straight up by default, and if proficient in Athletics, would jump a minimum of 17 feet with the Jumping enhancement from Bestial Soul (or with Expertise in athletics, a minimum of 20 feet). If your DM doesn't allow high jumps to have even 5 feet of lateral movement, you might have some trouble, but in that event, taking a running long jump into them should do the trick (PHB suggests that you clear about half your jump distance as vertical height, so you only need a 20' long jump to clear 10' height and fall to inflict some minor damage and Prone).
Your mileage obviously varies with your DM; I could see them saying that you can't inventionally jump in a way that lands/falls in an enemy's square, and that's the end of it. But if they do allow you to jump into/onto enemies, with the balancing drawback being that you're treated as falling (where normally you wouldn't fall from your own jumps), then there's an angle here to do cannon balls into enemies at the start of your turn to soften them up with Prone. It really isn't hard to build for 40-60 speeds and high jumps that easily clear 20 or 30 feet, even before adding in magic items that can push that to ridiculous heights.
I like the idea of crusher feat/dao genie warlock/grasp of Hadar eldritch blast/flying owlin, lifting enemies up diagonally then falling onto other enemies. Then returning to the fog cloud or darkness on the ceiling.
a little late to this discussion but I'm playing a tabaxi monk and plan on using this move after attacking with flurry of blows - free disengage (drunken master), extra 10 feet = 50, feline agility doubles that (100') and his climb speed is equal to walk speed. So he can climb up to 100' and jump (10d6 = 30 avg) spilt between the 2 is 15 avg each if the thing doesn't make the save. Monks get slow fall and can eat 20 hp so no damage (though this is RAW it may not be RAI if used the way I'm trying to use it).
a little late to this discussion but I'm playing a tabaxi monk and plan on using this move after attacking with flurry of blows - free disengage (drunken master), extra 10 feet = 50, feline agility doubles that (100') and his climb speed is equal to walk speed. So he can climb up to 100' and jump (10d6 = 30 avg) spilt between the 2 is 15 avg each if the thing doesn't make the save. Monks get slow fall and can eat 20 hp so no damage (though this is RAW it may not be RAI if used the way I'm trying to use it).
RAW it says "any damage resulting from the fall is divided evenly between them." if a monk with slow fall takes no damage then the creature they land on also takes no damage as 0 damage is split between your monk and the other creature.
I believe the order of operations is that, monk falls onto an enemy, damage is rolled, and then the monk activates their reaction to actually taking damage, since it must be halved and split before discovering how much the monk takes. Therefore, the monk reduces the damage at the same time that the enemy takes the damage, and when they would take their damage.
Ultimately this is something for the DM to decide how they want to rule this.
Xanathar's Guide to Everything does give some guidance for adjudicating the order of simultaneous events which amounts to the person controlling the creature who's turn it is decides.
Now I'm wondering about slow fall. Even if there was no damage to be split between the creatures, could the falling monk cause the creature they landed on to become prone? The general rule for falling says you are knocked prone if you take damage, but the rule for falling onto another creature discusses the damage dealt and then separately says the impacted creature is also knocked prone, unless it is two or more sizes larger than the falling creature. If the triggering effect is the act of falling onto another creature, then it works. If the triggering effect is the dealing of damage, then it would not work in this case.
That might actually check out. If you're thinking of Featherfall, then the rate of descent is still 60' per turn, which might not be enough to damage but is arguably enough to knock someone prone if you come down on them.
I'm currently playing a Goliath Echo Knight/Barbarian. Well, I'm lvl 2 now so technically just a Fighter. The intent was EK into Ancestral Barb. But I'm eyeing Path of the Giant. 2nd attack will come late, but we used manual rolls, and I got super lucky. 18 14 17 10 10 13. So I'll have 5 Con at lvl 4 EK, giving me 5 Unleash Incarnation, with +5 str to attack and damage. And considering most encounters result in 4-6 turns. I'll effectively have 2 attacks, plus action surge. The plan to cover losing the disadvantage bonus of ancestral guardians is to move my echo above an enemy, trade places with it and fall onto them. Then take my attacks with advantage without going reckless. At lvl 7 with Giant's Havok I can do that to huge creatures too. Extra attack at lvl 9 and Fast Movement makes up for the 15 to get up from prone. Thoughts?
SLOW FALL: Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
I bolded the two words "you take". Those words mean to me that it is not the overall damage that gets halved, just your portion. So to me, you calculate the overall damage, divide by two on a failed save to split evenly, then reduce the amount you take.
Now I'm wondering about slow fall. Even if there was no damage to be split between the creatures, could the falling monk cause the creature they landed on to become prone? The general rule for falling says you are knocked prone if you take damage, but the rule for falling onto another creature discusses the damage dealt and then separately says the impacted creature is also knocked prone, unless it is two or more sizes larger than the falling creature. If the triggering effect is the act of falling onto another creature, then it works. If the triggering effect is the dealing of damage, then it would not work in this case.
Rather than a flat DC15 we homebrew though we use an acrobatics roll vs dex save, as acrobatics is already used to determine landing in difficult terrain for jumps.
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i was wondering what would happen if one creature fell on top of another, would they both take half damage? both full damage?
Enethia is running a library, Kalnor is with one of his friends(Likely Mithris), Mali is making an elixir, Asari is sad, Ink is dying in Kalnoia, Nox is dead, Zal is eating cheese fries, Tefeerinn is experiencing fuller life, Shardia is watching the safehouse, Mabij is prepping for a trial, Hrakor is running from prophesy, Viperitahk is locked in a strange battle, Void is watching, Redd is writing all of these. See the EXTENSION for the rest
Per Tashas, they split the damage if the creature on the ground fails a DC 15 Dex save to avoid the falling critter
ok, thanks
Enethia is running a library, Kalnor is with one of his friends(Likely Mithris), Mali is making an elixir, Asari is sad, Ink is dying in Kalnoia, Nox is dead, Zal is eating cheese fries, Tefeerinn is experiencing fuller life, Shardia is watching the safehouse, Mabij is prepping for a trial, Hrakor is running from prophesy, Viperitahk is locked in a strange battle, Void is watching, Redd is writing all of these. See the EXTENSION for the rest
But I would suggest using some discretion when it comes to creature size. If a falling giant lands on a goblin, that goblin shouldn't prevent half of the giant's damage. I would suggest that the damage reduction from landing on a creature should be capped at the max hp of the second creature.
E.g giant falls and is to take 24 damage. Lands on goblin who takes half of it until all his 7hp are used up. Giant takes remaining 17 damage.
Source.
For the record, this reads to me like a new way to weaponize high jumping. Apart from jumping with grappled creatures (and either dropping them at the top of the jump, or landing in a way that treats them as having fallen, depending on DM ruling), your Elk or Tiger Totem Barbarian, Beast Barbarian, or Monk can now just make crazy elbow drop leaps on their turn to inflict prone and some damage on an enemy (and themselves) before attacking them in melee.
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I'm going to make this way harder than it needs to be.
Only if they can leap over 10ft vertically over the head of their target.
That's not really difficult. A Beast Barbarian with 20 strength already high jumps 8 feet straight up by default, and if proficient in Athletics, would jump a minimum of 17 feet with the Jumping enhancement from Bestial Soul (or with Expertise in athletics, a minimum of 20 feet). If your DM doesn't allow high jumps to have even 5 feet of lateral movement, you might have some trouble, but in that event, taking a running long jump into them should do the trick (PHB suggests that you clear about half your jump distance as vertical height, so you only need a 20' long jump to clear 10' height and fall to inflict some minor damage and Prone).
Your mileage obviously varies with your DM; I could see them saying that you can't inventionally jump in a way that lands/falls in an enemy's square, and that's the end of it. But if they do allow you to jump into/onto enemies, with the balancing drawback being that you're treated as falling (where normally you wouldn't fall from your own jumps), then there's an angle here to do cannon balls into enemies at the start of your turn to soften them up with Prone. It really isn't hard to build for 40-60 speeds and high jumps that easily clear 20 or 30 feet, even before adding in magic items that can push that to ridiculous heights.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
I like the idea of crusher feat/dao genie warlock/grasp of Hadar eldritch blast/flying owlin, lifting enemies up diagonally then falling onto other enemies. Then returning to the fog cloud or darkness on the ceiling.
a little late to this discussion but I'm playing a tabaxi monk and plan on using this move after attacking with flurry of blows - free disengage (drunken master), extra 10 feet = 50, feline agility doubles that (100') and his climb speed is equal to walk speed. So he can climb up to 100' and jump (10d6 = 30 avg) spilt between the 2 is 15 avg each if the thing doesn't make the save. Monks get slow fall and can eat 20 hp so no damage (though this is RAW it may not be RAI if used the way I'm trying to use it).
RAW it says "any damage resulting from the fall is divided evenly between them." if a monk with slow fall takes no damage then the creature they land on also takes no damage as 0 damage is split between your monk and the other creature.
you are right about the slow fall
I believe the order of operations is that, monk falls onto an enemy, damage is rolled, and then the monk activates their reaction to actually taking damage, since it must be halved and split before discovering how much the monk takes. Therefore, the monk reduces the damage at the same time that the enemy takes the damage, and when they would take their damage.
Ultimately this is something for the DM to decide how they want to rule this.
Xanathar's Guide to Everything does give some guidance for adjudicating the order of simultaneous events which amounts to the person controlling the creature who's turn it is decides.
Now I'm wondering about slow fall. Even if there was no damage to be split between the creatures, could the falling monk cause the creature they landed on to become prone? The general rule for falling says you are knocked prone if you take damage, but the rule for falling onto another creature discusses the damage dealt and then separately says the impacted creature is also knocked prone, unless it is two or more sizes larger than the falling creature. If the triggering effect is the act of falling onto another creature, then it works. If the triggering effect is the dealing of damage, then it would not work in this case.
"Not all those who wander are lost"
That might actually check out. If you're thinking of Featherfall, then the rate of descent is still 60' per turn, which might not be enough to damage but is arguably enough to knock someone prone if you come down on them.
I'm currently playing a Goliath Echo Knight/Barbarian. Well, I'm lvl 2 now so technically just a Fighter. The intent was EK into Ancestral Barb. But I'm eyeing Path of the Giant. 2nd attack will come late, but we used manual rolls, and I got super lucky. 18 14 17 10 10 13. So I'll have 5 Con at lvl 4 EK, giving me 5 Unleash Incarnation, with +5 str to attack and damage. And considering most encounters result in 4-6 turns. I'll effectively have 2 attacks, plus action surge. The plan to cover losing the disadvantage bonus of ancestral guardians is to move my echo above an enemy, trade places with it and fall onto them. Then take my attacks with advantage without going reckless. At lvl 7 with Giant's Havok I can do that to huge creatures too. Extra attack at lvl 9 and Fast Movement makes up for the 15 to get up from prone. Thoughts?
The way I read, I agree with soc123.
SLOW FALL: Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your monk level.
I bolded the two words "you take". Those words mean to me that it is not the overall damage that gets halved, just your portion. So to me, you calculate the overall damage, divide by two on a failed save to split evenly, then reduce the amount you take.
0 damage = No Damage
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Rather than a flat DC15 we homebrew though we use an acrobatics roll vs dex save, as acrobatics is already used to determine landing in difficult terrain for jumps.