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Feather Fall

Transmutation
Level: 1st-level
Casting Time: 1 reaction
Range: 60 feet
Duration: 1 minute
Components: V, M
Materials: A small feather or a piece of down.

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Spell Details

School: Transmutation
Level: 1
Ritual: No
Concentration: No
Classes: Bard, Sorcerer, Wizard
A-Tier Feather Fall is a versatile defensive spell that negates a major source of damage and enables creative tactical options, making it invaluable for adventurers in vertical environments.

Player Guide

Cast this spell reactively when you or allies are falling, whether from a failed climbing check, a knocked-prone condition at height, or enemy knockback effects. The spell's true power lies in enabling risky maneuvers: jump from cliffs to escape combat, dive off towers during battle, or cross chasms safely. You can cast it on up to five creatures, making it excellent for protecting entire parties during catastrophic failures or deliberate tactical retreats. Remember the spell ends when a creature lands, so you can safely jump from any height without taking damage.

DM Tips

Clarify whether Feather Fall can be cast preemptively (readied) or only reactively when a creature is actually falling—most tables allow readying it during dangerous climbs. Be aware that creative players will use this spell to enable normally suicidal tactics like diving into chasms or jumping from towers, so plan encounters with this escape option in mind.