- Flying Straight Up requires 1.5 Movement speed - Carrying Someone While flying (your Size or smaller) requires Double movement - Hover without the Hover Feature requires a DC Fly Check of 15 in Normal Conditions or you Immediately fall 10ft per failed Check Hovering means you never fall while flying. Even if you don't move during your turn, or get knocked over, you stay in the air. Birds don't hover. If they don't fly at least half their speed in their turn, or get knocked prone, they fall. Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the fly spell. (500ft per round fall speed) --- ### **1. Flying Speed** A flying speed allows a creature to move through the air. A creature can fly in any direction: up, down, forward, backward, or sideways, but it must stay within its speed limit. - **Diagonal Movement**: Follow the same rules for movement on a grid—use one square for horizontal/vertical movement and an additional square for diagonal, depending on the game style. #### **Flying and Dash** - A creature can dash while flying, effectively doubling its flying speed for that turn. #### **Flight and Difficult Terrain** - Flying through difficult terrain (e.g., thick foliage, strong winds, or cramped spaces) consumes twice the movement. - Example: A harpy with 40 ft. flying speed in a dense jungle can only move 20 feet per turn unless it dashes. --- ### **2. Falling While Flying** A creature that loses the ability to fly or becomes prone while flying may fall, depending on the circumstances. #### **Causes of Falling** 1. **Flying Speed Reduced to 0**: - Effects like the **grappled condition**, or abilities that reduce movement to 0 cause a flying creature to fall unless it can hover. 2. **Knocked Prone**: - A flying creature knocked prone falls unless it has the **hover** trait or is supported by magic. 3. **Unconsciousness**: - A creature that becomes unconscious while flying falls unless supported by hover, magic, or a solid surface. 4. **Concentration Loss**: - If a concentration-based flight effect is disrupted, the creature falls. --- #### **Falling Rules** - **Rate of Fall**: Falling occurs at a rate of 500 feet per round. If the fall distance is shorter than 500 feet, the creature hits the ground immediately. - **Damage**: - 1d6 bludgeoning damage for every 10 feet fallen (PHB, p. 183), up to a maximum of 20d6. --- ### **3. Hovering** Hovering is a special trait or ability that allows a creature to remain stationary in mid-air without falling, even if its flying speed is reduced to 0 or it is knocked prone. #### **Key Hover Rules** 1. A hovering creature does **not fall** when: - Knocked prone. - Its speed is reduced to 0 2. A hovering creature can still move normally, attack, or cast spells while stationary. --- ### **4. Environmental Effects on Flight** Flying creatures often face environmental challenges, which can impact their movement and combat effectiveness. #### **Wind** - **Strong Wind**: - May require a DC Strength saving throw to maintain control or remain in position. - **Magical Wind**: - _Gust of wind_: Forces flying creatures to make a Strength saving throw or be pushed 15 feet away each round. - _Wind wall_: Flying creatures cannot pass through. #### **Obstacles**: - Flying through cramped spaces may require Dexterity (Acrobatics) checks to avoid collisions. #### **Height Limits**: - DMs may set maximum flight heights based on the environment (e.g., low ceilings in caves, atmospheric limits). --- ### **5. Combat and Flying** Flying provides tactical advantages but comes with risks. #### **Melee Combat While Flying**: - A flying creature can make melee attacks as usual. - Hovering creatures can remain stationary while attacking; others must maintain movement or land to attack effectively. #### **Ranged Combat While Flying**: - Ranged attacks are typically unaffected unless hindered by wind or obstacles. - Example: A sharpshooter firing from the air has a clear advantage unless in a storm. #### **Opportunity Attacks**: - A flying creature provokes an opportunity attack when it leaves a creature's reach, unless it takes the Disengage action. --- ### **6. Special Cases and DM Interpretations** The following are optional or situational rules often adjudicated by the DM: #### **Grabbing During a Fall** - A creature might attempt to grab a ledge or surface to stop its fall. #### **Exhaustion from Flying** - A creature without natural flight (e.g., using _fly_ or _wings of flying_) might require Constitution saving throws during long periods of flight. - Example: A sorcerer concentrating on _fly_ for hours could become exhausted, leading to a forced landing. --- #### If the DM's Patience is pushed | Manoeuvrability | Perfect | Good | Average | Poor | Clumsy | | --------------------- | ------- | --------- | --------- | --------- | --------- | | Minimum Forward Speed | None | None | Half | Half | Half | | Hover | Yes | Yes | No | No | No | | Move Backward | Yes | Yes | No | No | No | | Reverse | Free | -5ft | No | No | No | | Turn | Any | 90* / 5ft | 45* / 5ft | 45* / 5ft | 45* / 5ft | | Turn in Place | Any | 90* / 5ft | 45* / 5ft | No | No | | Maximum Turn | Any | Any | 90* | 45* | 45* | | Up Angle | Any | Any | 60* | 45* | 45* | | Up Speed | Full | Half | Half | Half | Half | | Down Angle | Any | Any | Any | 45* | 45* | | Down Speed | Double | Double | Double | Double | Double | | Between Down and Up | 0 | 0 | 5ft | 10ft | 20ft |