You channel the impact of a fall against your enemies.
For every 20ft you fall you may change where you land by 5ft horizontally.
Roll the fall damage as normal but you take only half. All other creatures (as well as all other objects the DM deems necessary) within 5 feet of where you land take twice damage rolled in force damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the area of force damage around you increases by 5 ft for each slot level above 1st.
* - which you take when you fall
** - (heavy armour worth at least 1gp that you are wearing or natural armour of base AC of 17 or more.)
One thing I have no idea about is how you decide who should have access to it.
Grant access to Eldritch Knight, Arcane Trickster, Warlock Hexblade / Warlocks in general, Wizard War Magic, and Paladin Oath Of Conquest / Paladins in general if you want.
Yes since it just increases its range, furthest would probably be from 5 feet to 45 feet, this doesn't increase the fall damages dice dealing damage, but increases its range, also damage depends on how far you would fall off from. But it also effects friendly creatures so not so bad. but your doubling the damage dice, so maybe limit the fall damage from 100 feet and then from 6th level and soo on its 150 feet. and then 9th level its 200 feet. Or you can lower it to 50 feet and 100 feet alternately.
Grant access to Eldritch Knight, Arcane Trickster, Warlock Hexblade / Warlocks in general, Wizard War Magic, and Paladin Oath Of Conquest / Paladins in general if you want.
Adding the spell to the general Wizard list will automatically cover the Eldritch Knight, Arcane Trickster, and War Magic Wizard. If it gets added to specific Paladin subclass lists then it will present as an “Always Prepared” spell for those subclasses,* so likely something to avoid.
Casting Time; 1 reaction Component; M**
You channel the impact of a fall against your enemies.
For every 20ft you fall you may change where you land by 5ft horizontally.
Roll the fall damage as normal but you take only half. All other creatures (as well as all other objects the DM deems necessary) within 5 feet of where you land take twice damage rolled in force damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the area of force damage around you increases by 5 ft for each slot level above 1st.
* - which you take when you fall
** - (heavy armour worth at least 1gp that you are wearing or natural armour of base AC of 17 or more.)
One thing I have no idea about is how you decide who should have access to it.
Grant access to Eldritch Knight, Arcane Trickster, Warlock Hexblade / Warlocks in general, Wizard War Magic, and Paladin Oath Of Conquest / Paladins in general if you want.
Name Of Spell: Gravitic Fall.
Do you think the spell level/ing is ok?
Yes since it just increases its range, furthest would probably be from 5 feet to 45 feet, this doesn't increase the fall damages dice dealing damage, but increases its range, also damage depends on how far you would fall off from. But it also effects friendly creatures so not so bad. but your doubling the damage dice, so maybe limit the fall damage from 100 feet and then from 6th level and soo on its 150 feet. and then 9th level its 200 feet. Or you can lower it to 50 feet and 100 feet alternately.
Just re-read the falling rules. I may add in that you don't land prone but maybe not as that is so much funnier.
Adding the spell to the general Wizard list will automatically cover the Eldritch Knight, Arcane Trickster, and War Magic Wizard. If it gets added to specific Paladin subclass lists then it will present as an “Always Prepared” spell for those subclasses,* so likely something to avoid.
*Spells FAQ #1: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq).
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