So, I have some ideas regarding spike growth and thorn whip, and I just want to be sure they are within the rules before I attempt them with my own character. If a small sized beastmaster ranger were to have a medium sized flying mount (I know pteranodon is one but I’m not sure if there are any others), could they pull an enemy 10 feet in the air to inflict the normal thorn whip damage along with 1d6 additional fall damage and the prone condition if they land a thorn whip attack and are flying above them? And if spike growth was active, would either pulling them out/dropping them back in count as moving at least 5 feet into/within the terrain? And if pulling them vertically with thorn whip doesn’t activate the spike growth damage, would flying just above the spikes to pull them around horizontally work?
I have seen the fly and drag before to some success but it was the fly spell not a mount. you really can only drag someone in the square next to you and if you think about it the mount is a square below the rider so the person dragged by the rider would be at the same height as the mount (either both get hurt or none). Now if the mount was dragging the enemy that would be a different story but I am betting carry weight would prevent the mount from both dragging and carrying you at the same time.
I don't know about moving and dropping/falling. I do not believe they are mechanically the same thing. It does make narrative sense. This is probably is a dm ruling question.
I think you might be misunderstanding my post a bit, I meant using the cantrip thorn whip, as neither my ranger or my mount have the athletics necessary to reliably grapple targets. Here’s what the spell description does “You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.” The idea is to cast thorn whip from the air in a way to make the most of either fall damage, or the damage of moving in spike growth. Sorry if it was a little unclear.
I think you might be misunderstanding my post a bit, I meant using the cantrip thorn whip, as neither my ranger or my mount have the athletics necessary to reliably grapple targets. Here’s what the spell description does “You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.” The idea is to cast thorn whip from the air in a way to make the most of either fall damage, or the damage of moving in spike growth. Sorry if it was a little unclear.
I think i was unclear. I was suggesting that the whole premise of getting extra damage from spikegrowth is hard to do (not impossible) . getting more damage than the 10' horizontal pull from thorn whip+spike growth is probably not going to work. falling into a square is not the same as moving into the square (as best as I can tell but a dm may rule other wise.) So most likely a dm will rule the (thorn whip +fall) but even if they do allow (thorn whip +fall+ 1 square of spike growth) its still not better than (thornwhip + 2 squares of spikegrowth movment)
dragging will always be the best damage for spikegrowth but you need to be right above or next to the area. as a beastmaster a giant crab or something with a grapple on hit is better. tashas beasts may also do the job but neither seems exactly what you want.
Yes, if you are flying 15-30ft in the air and cast Thorn Whip, hitting a Large or Smaller creature, you can pull it up to 10ft towards you into the air, dealing the Thorn Whip damage, at which point it will fall and take 1D6 Bludgeoning damage from having fallen 10ft.
Spike Growth deals damage when a creature moves into or within the area. It does not specify it has to use its own movement to do so. Falling is moving.
So, I have some ideas regarding spike growth and thorn whip, and I just want to be sure they are within the rules before I attempt them with my own character. If a small sized beastmaster ranger were to have a medium sized flying mount (I know pteranodon is one but I’m not sure if there are any others), could they pull an enemy 10 feet in the air to inflict the normal thorn whip damage along with 1d6 additional fall damage and the prone condition if they land a thorn whip attack and are flying above them? And if spike growth was active, would either pulling them out/dropping them back in count as moving at least 5 feet into/within the terrain? And if pulling them vertically with thorn whip doesn’t activate the spike growth damage, would flying just above the spikes to pull them around horizontally work?
I have seen the fly and drag before to some success but it was the fly spell not a mount. you really can only drag someone in the square next to you and if you think about it the mount is a square below the rider so the person dragged by the rider would be at the same height as the mount (either both get hurt or none). Now if the mount was dragging the enemy that would be a different story but I am betting carry weight would prevent the mount from both dragging and carrying you at the same time.
I don't know about moving and dropping/falling. I do not believe they are mechanically the same thing. It does make narrative sense. This is probably is a dm ruling question.
I think you might be misunderstanding my post a bit, I meant using the cantrip thorn whip, as neither my ranger or my mount have the athletics necessary to reliably grapple targets. Here’s what the spell description does “You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.” The idea is to cast thorn whip from the air in a way to make the most of either fall damage, or the damage of moving in spike growth. Sorry if it was a little unclear.
I think i was unclear. I was suggesting that the whole premise of getting extra damage from spikegrowth is hard to do (not impossible) . getting more damage than the 10' horizontal pull from thorn whip+spike growth is probably not going to work. falling into a square is not the same as moving into the square (as best as I can tell but a dm may rule other wise.) So most likely a dm will rule the (thorn whip +fall) but even if they do allow (thorn whip +fall+ 1 square of spike growth) its still not better than (thornwhip + 2 squares of spikegrowth movment)
dragging will always be the best damage for spikegrowth but you need to be right above or next to the area. as a beastmaster a giant crab or something with a grapple on hit is better. tashas beasts may also do the job but neither seems exactly what you want.
Yes, if you are flying 15-30ft in the air and cast Thorn Whip, hitting a Large or Smaller creature, you can pull it up to 10ft towards you into the air, dealing the Thorn Whip damage, at which point it will fall and take 1D6 Bludgeoning damage from having fallen 10ft.
Spike Growth deals damage when a creature moves into or within the area. It does not specify it has to use its own movement to do so. Falling is moving.