Quickleaf
Legend
[MENTION=23484]Kobold Stew[/MENTION] Nice revision and simplification of the idea! Here, let me polish it up...I still felt that there should be some mention of minimum diving depth, though I increased my previous guidelines which were unrealistic...
Diving/Falling into Water
For a character to even attempt a dive into water, the water must have a minimum depth: about 10 feet for dives of less than 30', about 15 feet for dives of 30-90', and about 20 feet for dives over 90'. Characters diving or falling into water of sufficient minimum depth (e.g. as part of their move) reduce the height of the fall by 20-ft for purposes of determining falling damage. A character wearing armor that doesn't impose Stealth disadvantage can use their action to perform a careful dive; doing so reduces the effective fall height by another 20 feet.
As a reaction, a character may make a Dexterity (Acrobatics or Athletics) check to reduce the damage by half (rounded up). The Difficulty is 10 +1 for every 10' of the actual dive height.
Ex. Pursued by cannibals, the 5th level party approaches a 120' cliff overlooking the ocean...
Ranger, ahead of others, dives as an action 120' = 80' = 28 (8d6) = succeeds DC 22 check, half damage = takes 14 damage
Monk runs off the cliff 120' = 100' = 35 (10d6) = -25 for slow fall, and succeeds DC 22 check, half damage = takes 5 damage
Sorcerer casts misty step, teleporting downward to reduce falling distance 120' = 90' = 70' = 24 (7d6) = fails DC 22 check = takes 24 damage
Rogue on the back of ogre when both fall off cliff 120' = 100' = 35 (10d6) = succeeds DC 22 check, half damage = takes 18 damage
Fighter (wearing plate) says his prayers and runs after the monk 120' = 100' = 35 (10d6) = fails DC 22 check = takes 35 damage
Diving/Falling into Water
For a character to even attempt a dive into water, the water must have a minimum depth: about 10 feet for dives of less than 30', about 15 feet for dives of 30-90', and about 20 feet for dives over 90'. Characters diving or falling into water of sufficient minimum depth (e.g. as part of their move) reduce the height of the fall by 20-ft for purposes of determining falling damage. A character wearing armor that doesn't impose Stealth disadvantage can use their action to perform a careful dive; doing so reduces the effective fall height by another 20 feet.
As a reaction, a character may make a Dexterity (Acrobatics or Athletics) check to reduce the damage by half (rounded up). The Difficulty is 10 +1 for every 10' of the actual dive height.
Ex. Pursued by cannibals, the 5th level party approaches a 120' cliff overlooking the ocean...
Ranger, ahead of others, dives as an action 120' = 80' = 28 (8d6) = succeeds DC 22 check, half damage = takes 14 damage
Monk runs off the cliff 120' = 100' = 35 (10d6) = -25 for slow fall, and succeeds DC 22 check, half damage = takes 5 damage
Sorcerer casts misty step, teleporting downward to reduce falling distance 120' = 90' = 70' = 24 (7d6) = fails DC 22 check = takes 24 damage
Rogue on the back of ogre when both fall off cliff 120' = 100' = 35 (10d6) = succeeds DC 22 check, half damage = takes 18 damage
Fighter (wearing plate) says his prayers and runs after the monk 120' = 100' = 35 (10d6) = fails DC 22 check = takes 35 damage
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