ST: Arrest Fall

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Arrest Fall

You can ease a fall, or grab an edge to stop falling altogether, if one is available.

You can attempt an Acrobatics or Athletics check to slow your fall or quickly grab a ledge The DC is typically 15 , plus 1 per 10 feet you are falling in the turn, but it might be higher due to air turbulence or other circumstances. You have advantage on the roll if you have the Slow Fall common feature.

If you succeed on the check, you successfully great decelerate your fall, landing upright (i.e., not Prone) and take half the damage you would've taken while falling (rounded up). Critically Succeeding on reduces the damage to 1/4th (rounded up), or prevent the fall altogether if there is something to grab on to. This is applied before other damage reduction is calculated (such as Slow Fall, potentially preventing the damage).

Prerequisites

Proficiency in Acrobatics or Athletics.

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