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Feather Fall

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Feather Fall
  • Level: 1
  • School: Transmutation
  • Class: Bard, Sorcerer, Wizard
  • Casting Time: Reaction, which you take when you or a creature you can see within 60 feet of you falls
  • Range: 60 feet
  • Components: V, M (a small feather or piece of down)
  • Duration: 1 minute

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 a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

Tactical Usage

Fall Protection: Feather Fall provides crucial fall damage prevention and tactical positioning. This 1st-level transmutation spell excels at emergency protection and enabling vertical movement strategies.

Optimal Timing: Cast as reaction when falling, for tactical jumping strategies, when enabling aerial maneuvers, or protecting from forced movement.

Resource Management: Uses a 1st-level spell slot - available from character level 1+. Reaction casting with 1-minute duration.

Target Selection: Up to five falling creatures within 60 feet benefit from fall protection.

Spell Combinations

Synergistic Spells:

  • Movement Magic: Combine with fly or levitate for comprehensive aerial mobility
  • Positioning Magic: Layer with misty step for enhanced tactical positioning
  • Protection Magic: Pair with shield or other defensive reactions for comprehensive protection

Class Feature Interactions:

  • Slow Fall: Monk abilities complement feather fall for enhanced fall protection
  • Reaction Features: Other reaction abilities can be coordinated with feather fall timing
  • Mobility Options: Movement-focused features benefit from fall protection

Multi-Caster Coordination: Multiple feather fall effects can protect entire parties during aerial encounters.

Material Component Details

Component Acquisition: Small feather or piece of down - easily obtainable from birds or markets.

Component Handling: Simple material component representing connection to flight and lightness.

Roleplay Opportunities: Different feather types might reflect regional birds or personal magical aesthetics.

Economic Considerations: Minimal component costs for crucial fall protection capability.

Creator Notes

Encounter Balancing: Fall protection affects encounter design involving heights, forced movement, or aerial combat.

NPC Usage: Flying enemies or aerial encounters might require party fall protection considerations.

Environmental Considerations: 60-foot range covers most party formations. Works on any falling creatures.

Campaign Integration: Essential safety magic for campaigns involving heights, aerial travel, or vertical encounters.

Environmental Interactions

Terrain Effects: Works in any environment where falling is possible. Particularly valuable in mountainous or elevated areas.

Weather Influence: Unaffected by weather conditions, providing reliable protection regardless of external factors.

Structural Interactions: Enables tactical use of heights, jumping strategies, and vertical positioning.

Elemental Interactions: Fall protection unaffected by elemental conditions during descent.

Common Rulings & Clarifications

Timing Questions: Reaction casting when falling. 1-minute duration covers extended falls.

Target Limitations: Up to five creatures within 60 feet of caster. Must be falling to benefit.

Duration Interactions: 1-minute duration covers most falling scenarios. Rate of descent 60 feet per round.

Mechanical Interactions: Reduces falling speed to 60 feet per round. No fall damage while spell lasts.

Alternative Applications

Non-Combat Uses: Safe exploration of heights, emergency rescue, enabling jumping strategies, or aerial reconnaissance.

Social Encounters: Dramatic escapes, impressive magical demonstrations, or rescue operations.

Exploration Applications: Safe descent from heights, exploring vertical areas, or emergency evacuation.

Utility Functions: Fall protection, height exploration, emergency rescue, or vertical navigation assistance.

Same School: Other transmutation spells like fly (3rd level true flight), levitate (2nd level vertical movement), spider climb (2nd level surface walking).

Similar Effects: fly (3rd level aerial movement), levitate (2nd level controlled vertical), slow fall (monk feature similar protection).

Progression Options: feather fall (1st level fall protection), fly (3rd level true flight), wind walk (6th level group aerial travel).

Complementary Magic: fly (aerial mobility), misty step (positioning), shield (reaction protection).

Scaling Analysis

Level Progression: Remains valuable throughout campaigns for fall protection and height-based encounters.

Upcast Benefits: No improvement from higher spell slots, making this a pure 1st-level safety investment.

Campaign Phases: Consistently useful across all levels for safety and tactical positioning.

Comparative Value: Excellent safety magic that provides crucial protection for minimal resource investment.

Narrative Flavor

Casting Description: Magical energy slows your descent as transmutation magic reduces your weight and falling speed to a gentle drift.

Effect Manifestation: Affected creatures float downward like feathers, descending safely at a controlled rate.

Personal Style: Wizards use calculated weight reduction, while sorcerers manifest instinctive lightness through magical will.

World Integration: Represents fundamental safety magic available to various casters, often associated with aerial magic, safety precautions, or vertical exploration techniques.