Fall Damage is capped at 20d6, and landing on a creature splits the damage between the two. You’d deal 20d6/2 damage to both of you. I wouldn’t recommend it.
Hey, I play an Aarakocra Barbarian Werebear and I have a question. My strongest attack at the moment is pretty overpowered and isn't cheating and due to the built-in physics of DND, the DM must allow it in some way.
Nope. No, they don't.
The DM is free to disallow anything that's powerful enough to make the other characters feel trivial, for the sake of the other players' fun. It could be 100% RAW (which this isn't), and they could still ban it. And if I were your DM, I definitely wouldn't allow this. The rest is irrelevant.
(And yes, you should definitely at least take half the damage from the attack, even if it is allowed.)
It kinda sounds like you're spending a lot of time metagaming. Now, totally fine to do so if your Dm, and the rest of the party, also do so or are fine with it, but it can make things a bit unfun when the barbarian aarakocra werebear divebombs for 20d6 damage every battle, while they're stuck fighting the thing the dm has to cook up in order to take that much damage with their measly level 1 spells and abilities.
2) Everything you said is against official rules. It is entirely Home brew.
3) Others have told you why most of what you think is true is not but there is one more thing that others have not mentioned: As per Sage Advice, Falling damage does NOT allow for Immunity or Resistance.
Per RAW, you do no damage unless you allow yourself to fall. The 'victim' gets a Dex Save DC 15 to negate all damage. If he makes the save, you take FULL damage, he takes none. If he fails the save, you split the damage in half, and you both take that amount. No resistance applies.
I feel like it's not particularly useful to detail a potential tactic that amounts to, "My DM changed all the rules for fall damage and flight speed to let me do this super cool, broken trick".
Fall Damage is capped at 20d6, and landing on a creature splits the damage between the two. You’d deal 20d6/2 damage to both of you. I wouldn’t recommend it.
Pretty much this entire thing is homebrew, except you having resistance to falling damage.
however that only comes from your barbarian rage, as wereboars aren’t resistant to bludgeoning damage (just attacks from non-silvered weapons).
even if you were double resistant, it would offer no benefit.
Nope. No, they don't.
The DM is free to disallow anything that's powerful enough to make the other characters feel trivial, for the sake of the other players' fun. It could be 100% RAW (which this isn't), and they could still ban it. And if I were your DM, I definitely wouldn't allow this. The rest is irrelevant.
(And yes, you should definitely at least take half the damage from the attack, even if it is allowed.)
Wizard (Gandalf) of the Tolkien Club
It kinda sounds like you're spending a lot of time metagaming. Now, totally fine to do so if your Dm, and the rest of the party, also do so or are fine with it, but it can make things a bit unfun when the barbarian aarakocra werebear divebombs for 20d6 damage every battle, while they're stuck fighting the thing the dm has to cook up in order to take that much damage with their measly level 1 spells and abilities.
1) It is definitely cheating.
2) Everything you said is against official rules. It is entirely Home brew.
3) Others have told you why most of what you think is true is not but there is one more thing that others have not mentioned: As per Sage Advice, Falling damage does NOT allow for Immunity or Resistance.
Per RAW, you do no damage unless you allow yourself to fall. The 'victim' gets a Dex Save DC 15 to negate all damage. If he makes the save, you take FULL damage, he takes none. If he fails the save, you split the damage in half, and you both take that amount. No resistance applies.
I feel like it's not particularly useful to detail a potential tactic that amounts to, "My DM changed all the rules for fall damage and flight speed to let me do this super cool, broken trick".
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