Free Tool

    D&D Fall Damage Calculator

    Work out falling damage in 5e from any height: 1d6 per 10 feet up to 20d6, with Slow Fall, Feather Fall, water landings and the optional falling rules.

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    The fall

    Same rule in 2014 and 2024: 1d6 per 10 feet, up to 20d6.

    Reduce the damage
    Optional rules

    Fall damage

    Roll 6d6 bludgeoning

    21
    average damage taken
    Dice6d6
    Rolled damage (min / avg / max)6 / 21 / 36
    Damage taken (min / avg / max)6 / 21 / 36
    Lands prone?Yes, lands prone
    Optional rate of falling (Xanathar’s)Lands this turn

    Roll it now in the dice roller, or check whether a jump could have cleared the gap.

    Fall damage by height

    Every 10 feet from 10 to 200 feet. Falls past 200 feet still deal 20d6.

    HeightDiceMinAverageMax
    10 ft1d613.56
    20 ft2d62712
    30 ft3d6310.518
    40 ft4d641424
    50 ft5d6517.530
    60 ft6d662136
    70 ft7d6724.542
    80 ft8d682848
    90 ft9d6931.554
    100 ft10d6103560
    110 ft11d61138.566
    120 ft12d6124272
    130 ft13d61345.578
    140 ft14d6144984
    150 ft15d61552.590
    160 ft16d6165696
    170 ft17d61759.5102
    180 ft18d61863108
    190 ft19d61966.5114
    200 ft20d62070120

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    Falling tips

    • •Feather Fall is a reaction: keep a slot free when the party flies or climbs.
    • •Slow Fall uses the monk’s reaction too, so it can’t also take an opportunity attack that round.
    • •A creature knocked out of the air by losing Fly falls the full distance at once under the core rules.
    • •Landing prone in a fight means attackers next to it have advantage until it stands up.

    How to use the fall damage calculator

    1. 1.Enter how far the creature fell, in feet.
    2. 2.Tick Slow Fall and set the monk level if a monk uses its reaction.
    3. 3.Tick Feather Fall, a water landing, or an optional rule if one applies.
    4. 4.Read the dice to roll, the damage range and whether it lands prone.

    How fall damage works in 5e

    A creature that falls takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6, at the end of the fall. It lands prone unless it avoids taking any damage from the fall. This rule is the same in the 2014 rules (SRD 5.1) and the 2024 rules (SRD 5.2.1), so the calculator has no edition switch.

    Count only full 10-foot steps: a 15-foot fall is 1d6 and a 9-foot fall rolls no dice at all. The cap is reached at 200 feet. A fall from 200 feet or from 2 miles both deal 20d6, an average of 70 damage, and never more than 120.

    Ways to take less (or no) damage

    • •Slow Fall (monk, level 4). Use your reaction to reduce the damage by 5 × your monk level. A level 10 monk ignores up to 50 damage, so most falls deal nothing and the monk lands on their feet.
    • •Feather Fall. The spell (reaction, 60 feet, up to five creatures) slows the fall to 60 feet per round. A creature that lands before the spell ends takes no damage. A Ring of Feather Falling works the same way.
    • •Landing in water. Use your reaction for a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to hit the surface head or feet first; on a success the damage is halved. This is a core rule in 2024. In 2014 it is an optional rule from Tasha’s Cauldron of Everything.

    Optional rules, clearly labelled

    • •Rate of falling (Xanathar’s Guide to Everything, optional). The core rules assume you drop the whole distance at once. Under this rule you fall up to 500 feet instantly, then up to 500 more at the end of each of your later turns. A creature knocked off a griffon 1,200 feet up has two more turns to act before it lands.
    • •Fliers (Xanathar’s, optional). A conscious creature that falls while it still has a flying speed subtracts that speed from the distance before you work out the damage.
    • •Falling onto a creature (Tasha’s Cauldron of Everything, optional). If neither creature is Tiny, the one underneath makes a DC 15 Dexterity save. On a failure the damage is split evenly between both, and the one underneath is knocked prone unless it is two or more sizes larger. The 2024 Player’s Handbook and SRD 5.2.1 don’t include this rule.

    Worked example

    A wizard 60 feet up loses concentration on Fly. That is 6d6: at least 6, at most 36, 21 on average, and the wizard lands prone. A level 4 monk in the same spot reduces the damage by 20 with Slow Fall. That leaves an average of about 2 damage, and a 45% chance of taking none at all and landing on their feet.

    Roll the dice with the dice roller, compare fall damage with weapon and spell damage in the damage calculator, or see how far a character can jump across a gap before they have to risk the fall.

    Sources: SRD 5.1 ("The Environment: Falling"; Monk Slow Fall; Feather Fall) and SRD 5.2.1 (Rules Glossary "Falling"; Monk Slow Fall; Feather Fall) by Wizards of the Coast (CC-BY-4.0). Optional rules: Xanathar’s Guide to Everything p. 77; Tasha’s Cauldron of Everything p. 170.

    Related rules & guides

    • Prone condition 5e

      What landing prone after a fall means for attacks and standing up.

    • Fly spell

      If concentration breaks, everyone it holds up falls the whole distance.

    • Levitate

      When the spell ends, the target floats gently down: no fall damage.

    • Winged Boots

      Flight without hover: a shove or stun mid-air means a fall.

    • Cloak of the Bat

      The flight ends in bright light, and a wearer in the air falls.

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