Bjarkmundur
2019-10-02, 06:32 AM
I have a barbarian who's pretty much obsessed with throwing himself off buildings. To keep things mechanically clear, I wrote a small clarification. I'll also post the things this mechanic references, just so you have all the pieces. Note that bludgeoning damage and falling damage is not the same thing, due to how injuries work in my game.
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Death From Above
If you are positioned at least 10 feet above a creature you can perform a drop-down attack as an action on your turn. As a part of the action, move up to your speed, initiate the fall, and make a single melee weapon attack against the target.
On hit, you deal an additional 1d4 damage for every 10 feet you traveled vertically, and take an equal number of 1d4 falling damage as you land. If the target is one size category larger than you or smaller, the target also falls prone.
On miss you fall prone in an unoccupied square within 5 feet of your target and take falling damage as normal. Note that taking 10 or more falling damage results in an Injury.
Minor and Major Injuries
You gain one Minor Injury whenever you take 10 or more damage from a single source either when Dying, while Incapacitated, or as a result of fall damage. You instead gain a Major Injury if the damage is 20 or more.
Whenever you would gain a Minor or Major Injury, you can choose to gain one failed death saving throw instead.
See downtime chapter on how to recover from Injuries.
d20
Minor Injury
1-3
Injured Leg: Movement speed is reduced by 10 ft.
4-8
Injured arm! One arm cannot be used to hold a shield and disadvantage on any rolls involving the use of that arm.
9-11
Multiple injuries! Maximum hit points reduced by an amount equivalent to half of the damage dealt by the attack.
12-16
Badly beaten! Disadvantage on Constitution saving throws.
17-19
Ringing blow! Stunned until the end of its next turn and deafened until it completes a the recuperate downtime activity.
20
Blow to the head! Unconscious for 2d12 hours.
Falling Damage
Falling damage has been increased to 1d10 per 10 feet. A successful DC 13 Dexterity (Mobility) check can reduce the damage by 1d10, and a DC 17 check reduces it by 2d10.
A character can use his action to lower himself down a ledge, reducing falling damage taken by 1d10.
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Death From Above
If you are positioned at least 10 feet above a creature you can perform a drop-down attack as an action on your turn. As a part of the action, move up to your speed, initiate the fall, and make a single melee weapon attack against the target.
On hit, you deal an additional 1d4 damage for every 10 feet you traveled vertically, and take an equal number of 1d4 falling damage as you land. If the target is one size category larger than you or smaller, the target also falls prone.
On miss you fall prone in an unoccupied square within 5 feet of your target and take falling damage as normal. Note that taking 10 or more falling damage results in an Injury.
Minor and Major Injuries
You gain one Minor Injury whenever you take 10 or more damage from a single source either when Dying, while Incapacitated, or as a result of fall damage. You instead gain a Major Injury if the damage is 20 or more.
Whenever you would gain a Minor or Major Injury, you can choose to gain one failed death saving throw instead.
See downtime chapter on how to recover from Injuries.
d20
Minor Injury
1-3
Injured Leg: Movement speed is reduced by 10 ft.
4-8
Injured arm! One arm cannot be used to hold a shield and disadvantage on any rolls involving the use of that arm.
9-11
Multiple injuries! Maximum hit points reduced by an amount equivalent to half of the damage dealt by the attack.
12-16
Badly beaten! Disadvantage on Constitution saving throws.
17-19
Ringing blow! Stunned until the end of its next turn and deafened until it completes a the recuperate downtime activity.
20
Blow to the head! Unconscious for 2d12 hours.
Falling Damage
Falling damage has been increased to 1d10 per 10 feet. A successful DC 13 Dexterity (Mobility) check can reduce the damage by 1d10, and a DC 17 check reduces it by 2d10.
A character can use his action to lower himself down a ledge, reducing falling damage taken by 1d10.