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Example of falling damage

Falling damage is the Damage a creature suffers to their Hit points, in the form of Damage TypesBludgeoning damage, when they fall a sufficient distance. Falling damage is most commonly caused by Jumping from heights or being Shoved or Thrown from them.

Falling damage formula

Baldur's Gate 3 does not use the standard D&D ruleset for falling damage, in which creatures take 1d6 damage for every 10ft they fall, and instead uses it's own formula in which the damage is consistent and scales more discretely as the height of the fall increases. The calculations used in the game seem to involve a lot of rounding, so the exact damage taken may not always perfectly match what you would expect from calculating it.

The amount of damage taken from falls scales linearly based on the height of the fall, dealing a percentage of the creatures maximum health:

  • Falls of less than 4 m / 13 ft deal no damage.
  • Falls over 4 m / 13 ft deal damage starting at roughly 2% of the creatures maximum health and increasing by an additional 1% for every additonal 0.2 m / 1 ft fallen. [Needs Verification]
  • Falls become lethal at heights of around 21 m / 70 ft or if a creature falls out of the playable game area.
  • Creatures afflicted with Displace Displace will take and additional 1d8Damage TypesPsychic damage.
  • If the fall is caused by one creature throwing or shoving another, instead of from a jump, then certain damage affecting items or conditions will also be added to the falling damage, such as Lightning Charges or the Callous Glow Ring[note 1]. These damage bonuses are applied even if the creature receiving the fall damage has the item or condition.
Example of a tooltip displaying damage taken from a fall

When jumping from a height great enough to deal damage, a tooltip will display the damage the creature will suffer if they jump to the targeted location. If the damage would be sufficient to kill the creature the text "Dead" will be displayed instead. This tooltip will accurately show the reduced damage from resistance to falling damage but will still incorrectly show the full damage amount for creatures resistant to bludgeoning damage.

Example

A creature that falls from a height of 5.4 m / 18 ft, with no resistance to falling damage, would be expected to take damage equal to 2% of their max health + 1% for every additional 0.2 m / 1 ft of height after damage begins, in this case giving us 2% + 7% or around 9% of a creatures max hit points from a 5.4 m / 18 ft fall. If the fall was caused by a shove or throw and either creature is wearing the Callous Glow Ring then the creature that falls will also suffer an additional 2 radiant damage.

Prone

Falls can also cause creatures to be knocked Prone when they land. A fall will always cause a creature to be knocked prone if it deals more than 25% of their maximum HP, meaning falls of around 8 m / 27 ft for characters without resistance to falling damage or 12.3 m / 41 ft for creatures with resistance to falling damage. Creatures that are resistant to bludgeoning damage but not falling damage specifically will still be knocked prone from falls of 8 m / 27 ft despite recieving only 12.5% of their maximum HP in damage.

Sources of falling damage resistance and immunity

There are numerous sources of Resistance and Immunity to fall damage, some temporary from spells and consumables and some permanent from certain class or passive features.

Any source of resistance to bludgeoning damage will grant the creature resistance to falling damage and passive features such as Magical Plate will also reduce the damage, but in addition there are also sources that specifically provide resistance to only falling damage.

Resistance

Immunity

Achievements

A-Shove Off.jpg

Shove Off
Kill a creature with falling damage.


Footnotes

  1. This extra damage is only added from passives or conditions that use DamageBonus() but do not require the source to be an unarmed, weapon, or spell attack to trigger.
  2. Second-Story Work appears to incorrectly reduce falling damage by 75% instead of 50%, however this does not increase the distance you can fall without being knocked prone beyond that of regular resistance.