Falling damage doesn’t have a type. Or, more accurately, Falling IS the type. Raging doesn’t negate it.
Falling damage is Bludgeoning Damage, per the rules:
A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.
It is not an attack, but it does have a damage type. and because Barbarian rage resists Bludgeoning damage, they would resist falling damage.
Also, funny story. My Druid turned the session Boss into a fish, turned themselves into an eagle, and dropped the boss from 200 feet in the air. The 20d6-1 damage ended the battle instantly >:D
Also, funny story. My Druid turned the session Boss into a fish, turned themselves into an eagle, and dropped the boss from 200 feet in the air. The 20d6-1 damage ended the battle instantly >:D
I believe there was a discussion about this very type of scenario two or three months back that has stuck with me IRT Polymorph.
The conversation went something like ... I polymorphed him and then threw him off a cliff. The falling damage killed the polymorphed critter, but then the falling damage that remained (almost all of it) was absorbed by him because he had resistance and huge HP.
So you have to figure out what happens to the rest of the 20d6 damage. There are many foes even that won't kill.
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Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
20d6. By the rules, speed doesn't matter. No matter how fast or how far above 200 feet you go, it's still 20d6 even if you hit spikes at Mach 5. Odd fact, falling damage is a special category. This came up in a discussion of Werewolves. They are immune to most physical damage, and yet they take full damage from falling. They can fall for the full 20d6, but unless the spikes at the end are magical or silvered, those won't hurt them. Blunted sticks would not hurt them. Just the fall.
In the real world, 16,800 feet in 6 seconds would turn a human directly into a liquid. The nearest equivalent in D&D is a Commoner, the stat block for which can be found in the basic rules. 4 hit points. 20d6 is instant death with enough damage left over to kill all their dead ancestors over again and make their descendants howl in pain.
How much damage would someone take from slamming into a mountain after going 16,800ft in the 6 seconds of an action? I would actually like to know.
Where did you get the "16,800ft" from? It seems really excessive tbh. Best I can tell terminal velocity is about 180ft/second or just about 1100ft/round (6 seconds).
16,800/6 seconds comes out at about 2800 ft/second or 1900mph or 2,5 Mach. If you got a person up to that speed without a protective shell (like an air-plane or a rocket) he'd be hurting long before he encountered a solid stop.
Well it was from a random multiclass of a Tabaxi Monk 15/Barbarian 5. Transformed into Storm Giant w/ Longstrider casted on the character, Unarmored movement thx to Barb and Feline Agility traits, then add on the feats Mobile, and Run, with Boots of Speed and Haste spell, then use ALL actions to dash
If they begin with zero velocity, then the numbers are like this ...
0 sec 0 ft 0 ft/sec
1 sec 16.1 ft 32.2 ft/sec
2 sec 64.4 ft 64.4 ft/sec
3 sec 144.9 ft 96.6 ft/sec
4 sec 257.6 ft 128.8 ft/sec
5 sec 402.5 ft 161 ft/sec
6 sec 580 ft 193 ft/sec
I don't know what terminal velocity is, but I don't think you reach it in six seconds.
BTW, falling damage is abstracted in the game, so don't get too carried away with the numbers.
Terminal velocity requires a bunch of assumptions*, but the terminal velocity of a falling human is about 182 feet per second when belly-flopping, so you absolutely will reach it in 1 round, particularly since your numbers are based on falling in vacuum, not in air. You can deliberately fall faster by changing your orientation, and a bunch of other factors matter, like how much you mass, but that's a rough guideline.
* Gravitic acceleration depends on your altitude (higher is weaker), and if you're on an oblate spheroid, like Earth, your latitude and longitude. Higher acceleration means higher terminal velocity. Terminal velocity is greater the more you mass and lower the greater your projected area and the greater the density of what you're falling through; air's density depends on temperature and pressure (both of which partially depend on altitude) and humidity. Finally, terminal velocity depends on your "coefficient of drag", a fancy number covering a bunch of things partially already covered, including your body shape, how your surface interacts with air (hair will slow you down, spandex will speed you up), how quickly you're already falling, blah blah blah. It's messy and partially dependent on values we can't theoretically model, only directly measure.
Well it was from a random multiclass of a Tabaxi Monk 15/Barbarian 5. Transformed into Storm Giant w/ Longstrider casted on the character, Unarmored movement thx to Barb and Feline Agility traits, then add on the feats Mobile, and Run, with Boots of Speed and Haste spell, then use ALL actions to dash
Ah, someone decided to be silly. ;) Well then the answer is zero damage as the PC would/could just stop right before the mountain as momentum isn't a thing in the rules.
If the silly bugger actually intentionally decided to run full pelt into something then it would be up to the DM to make something up, partly because being silly deserves it and partly because it isn't actually falling so the fall damage rules doesn't apply. Say that he went like a bug-on-a-windshield and give him a new character sheet or have Wile E. Coyote sneak out an anvil somewhere along the run-up and send the poor thing to bed for three weeks with the most monumentally stubbed toe ever or whatever. The character has left the realms of seriousness so no need for the DM's solution to be any more serious either.
Well it was from a random multiclass of a Tabaxi Monk 15/Barbarian 5. Transformed into Storm Giant w/ Longstrider casted on the character, Unarmored movement thx to Barb and Feline Agility traits, then add on the feats Mobile, and Run, with Boots of Speed and Haste spell, then use ALL actions to dash
Ah, someone decided to be silly. ;) Well then the answer is zero damage as the PC would/could just stop right before the mountain as momentum isn't a thing in the rules.
If the silly bugger actually intentionally decided to run full pelt into something then it would be up to the DM to make something up, partly because being silly deserves it and partly because it isn't actually falling so the fall damage rules doesn't apply. Say that he went like a bug-on-a-windshield and give him a new character sheet or have Wile E. Coyote sneak out an anvil somewhere along the run-up and send the poor thing to bed for three weeks with the most monumentally stubbed toe ever or whatever. The character has left the realms of seriousness so no need for the DM's solution to be any more serious either.
I think when this character runs into a mountain, the Dark Powers take them to be a Darklord of a Domain of Dread where everyone is perpetually late for an office meeting.
If you push a creature off a cliff it is a non-magical attack. So if the creature is immune to damage from non-magical attacks do they take damage from the fall?
If you push a creature off a cliff it is a non-magical attack. So if the creature is immune to damage from non-magical attacks do they take damage from the fall?
Yes, as the push doesn't deal damage, the fall does.
The next step of the argument is then if a character throws the creature up in the air does the creature take damage as it is still the fall that causes the damage?
If so what really is the difference to throwing the creature against a wall?
Or if I drop a rock on it should it take damage as it is the same force of gravity responsible for the collision as a fall and both have been equally instigated by me?
If you push a creature off a cliff it is a non-magical attack. So if the creature is immune to damage from non-magical attacks do they take damage from the fall?
Falling (landing) isn't an attack, so they still take the bludgeoning damage. But if they are immune to non-magical bludgeoning damage, then they don't take any.
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1d6 bludgeoning damage per 10 feet fallen, up to a maximum of 20d6 from a fall of 200 feet. That simple.
DM can decide if certain class or racial features apply, but this rule should cover 90% of situations.
One of the other PCs in our last session died from falling damage. I don't think he understood the gravity of the situation.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
the point is that we are talking about a level 20 barbarian and those always have relentless rage so don't worry about that
Falling damage doesn’t have a type. Or, more accurately, Falling IS the type. Raging doesn’t negate it.
Falling damage is Bludgeoning Damage, per the rules:
It is not an attack, but it does have a damage type. and because Barbarian rage resists Bludgeoning damage, they would resist falling damage.
Also, funny story. My Druid turned the session Boss into a fish, turned themselves into an eagle, and dropped the boss from 200 feet in the air. The 20d6-1 damage ended the battle instantly >:D
I believe there was a discussion about this very type of scenario two or three months back that has stuck with me IRT Polymorph.
The conversation went something like ... I polymorphed him and then threw him off a cliff. The falling damage killed the polymorphed critter, but then the falling damage that remained (almost all of it) was absorbed by him because he had resistance and huge HP.
So you have to figure out what happens to the rest of the 20d6 damage. There are many foes even that won't kill.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
How much damage would someone take from slamming into a mountain after going 16,800ft in the 6 seconds of an action? I would actually like to know.
20d6. By the rules, speed doesn't matter. No matter how fast or how far above 200 feet you go, it's still 20d6 even if you hit spikes at Mach 5. Odd fact, falling damage is a special category. This came up in a discussion of Werewolves. They are immune to most physical damage, and yet they take full damage from falling. They can fall for the full 20d6, but unless the spikes at the end are magical or silvered, those won't hurt them. Blunted sticks would not hurt them. Just the fall.
In the real world, 16,800 feet in 6 seconds would turn a human directly into a liquid. The nearest equivalent in D&D is a Commoner, the stat block for which can be found in the basic rules. 4 hit points. 20d6 is instant death with enough damage left over to kill all their dead ancestors over again and make their descendants howl in pain.
<Insert clever signature here>
Where did you get the "16,800ft" from? It seems really excessive tbh. Best I can tell terminal velocity is about 180ft/second or just about 1100ft/round (6 seconds).
16,800/6 seconds comes out at about 2800 ft/second or 1900mph or 2,5 Mach.
If you got a person up to that speed without a protective shell (like an air-plane or a rocket) he'd be hurting long before he encountered a solid stop.
If they begin with zero velocity, then the numbers are like this ...
0 sec 0 ft 0 ft/sec
1 sec 16.1 ft 32.2 ft/sec
2 sec 64.4 ft 64.4 ft/sec
3 sec 144.9 ft 96.6 ft/sec
4 sec 257.6 ft 128.8 ft/sec
5 sec 402.5 ft 161 ft/sec
6 sec 580 ft 193 ft/sec
I don't know what terminal velocity is, but I don't think you reach it in six seconds.
BTW, falling damage is abstracted in the game, so don't get too carried away with the numbers.
Cum catapultae proscriptae erunt tum soli proscript catapultas habebunt
best joke of the thread
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
Well it was from a random multiclass of a Tabaxi Monk 15/Barbarian 5. Transformed into Storm Giant w/ Longstrider casted on the character, Unarmored movement thx to Barb and Feline Agility traits, then add on the feats Mobile, and Run, with Boots of Speed and Haste spell, then use ALL actions to dash
Terminal velocity requires a bunch of assumptions*, but the terminal velocity of a falling human is about 182 feet per second when belly-flopping, so you absolutely will reach it in 1 round, particularly since your numbers are based on falling in vacuum, not in air. You can deliberately fall faster by changing your orientation, and a bunch of other factors matter, like how much you mass, but that's a rough guideline.
* Gravitic acceleration depends on your altitude (higher is weaker), and if you're on an oblate spheroid, like Earth, your latitude and longitude. Higher acceleration means higher terminal velocity. Terminal velocity is greater the more you mass and lower the greater your projected area and the greater the density of what you're falling through; air's density depends on temperature and pressure (both of which partially depend on altitude) and humidity. Finally, terminal velocity depends on your "coefficient of drag", a fancy number covering a bunch of things partially already covered, including your body shape, how your surface interacts with air (hair will slow you down, spandex will speed you up), how quickly you're already falling, blah blah blah. It's messy and partially dependent on values we can't theoretically model, only directly measure.
Ah, someone decided to be silly. ;)
Well then the answer is zero damage as the PC would/could just stop right before the mountain as momentum isn't a thing in the rules.
If the silly bugger actually intentionally decided to run full pelt into something then it would be up to the DM to make something up, partly because being silly deserves it and partly because it isn't actually falling so the fall damage rules doesn't apply.
Say that he went like a bug-on-a-windshield and give him a new character sheet or have Wile E. Coyote sneak out an anvil somewhere along the run-up and send the poor thing to bed for three weeks with the most monumentally stubbed toe ever or whatever. The character has left the realms of seriousness so no need for the DM's solution to be any more serious either.
I think when this character runs into a mountain, the Dark Powers take them to be a Darklord of a Domain of Dread where everyone is perpetually late for an office meeting.
Even a blind squirrel finds a nut once in awhile.
If you push a creature off a cliff it is a non-magical attack. So if the creature is immune to damage from non-magical attacks do they take damage from the fall?
Yes, as the push doesn't deal damage, the fall does.
The next step of the argument is then if a character throws the creature up in the air does the creature take damage as it is still the fall that causes the damage?
If so what really is the difference to throwing the creature against a wall?
Or if I drop a rock on it should it take damage as it is the same force of gravity responsible for the collision as a fall and both have been equally instigated by me?
Falling (landing) isn't an attack, so they still take the bludgeoning damage. But if they are immune to non-magical bludgeoning damage, then they don't take any.
"Not all those who wander are lost"