so if any one has seen Naruto you know what hidden lotas is and lion barrage as well as the uzimaki barrage but do you understand why they use this technique. I used this attack and almost broke my dm.
so as a arococra I am a monk barbarian giving me impressive fly speed along with slow fall I grappled an opponent and stepped with the wind giving me total control over the creators life. 60 feet into the air and back down keep him grappled and let him go as a free action, or because gravity is not an even 10(9. somthing) if I let the creature fall he will not hit the ground in his turn leaving me open to hit him on my turn and with crush I can make him connect with the ground on my turn as well not to mention the rest of my attacks flurry of blows.
he had so many rebuttals but nun made total sense and it seem that I made him vary upset the game paused for over 30 min.
there should be a falling status condition and it needs to also be written apparently that if you can fly you can choose to or not .(its called a dive)
I also feel as though it would do more damage if I released him ta the bottom because it was not a free fall I am driving him into the ground
if my character jumps 10 feet in the air should he take 1d6 damage... debatable to me but slow fall on that any ways
The Rules As Written for Falling do not include any calculation for how long it takes to fall. They go splat the instant you drop them, no matter how high up you were. Xanathar's Guide To Everything offers optional rules for falling. They fall the first 500 feet instantly. After that, if they are still in the air, they fall another 500 feet at the end of each turn until splat happens.
Your character's flying speed isn't even close to 500 feet per round. You drop someone, they go splat. There isn't time to make any attacks on the critter you dropped.
While I find the opening post and concepts described interesting, I don't think D&D rules properly support the scenario. Geannhas made the ruling I would agree with.
For the record, I voted: lines are meant to be crossed, never stop imagining. Now just find a way to make the rules agree with you!
I applaud your cinematic flair, but considering that aarakocra lose their entire flight speed if they put on a 20lb chain shirt, I don't think they realistically could actually leave the ground grappling anything bigger than a housecat. That being said the rules don't explicitly forbid it* and I'd probably allow it in a one-shot. But I'd shut it down in a longer game just because flight is already really powerful as is and it would overshadow every other combat option for you which makes things repetitive and uninteresting after a while. There's a reason Naruto doesn't bust out the Uzumaki Barrage in every fight.
*"it" being dropping enemies from a height. A diving aerial suplex or whatever would definitely require houserules to do anything.
also we are competing with people using magic so its really is not to far out and it can get cliche but its not going to be viable depending in the circumstance like locations; tunnels, houses and caves
he lived in the scenario I'm talking about but wow that is almost way to essesive its under 500 140 on a dash so I'm talking 60 feet up to 140. 500 feet is defiantly k.o. never thought of using all my dash movement and then step of wind to to it aging but thats 280 guess gravity is different here. I have learned a lot.
my dm plays to slay so you gotta give him a challenge. insta death does sound cheesy and I didn't mean to take it that far but hay if its better then I thought imagine what else I can come up with
Dash is an action and when you do it you're doing nothing else but that (no grappling, Monk actions etc.), you're body is focused on moving as fast as possible which is hard to do when it's grappling someone in the air. I don't fully understand what you're doing with the Monk; but I don't think you can do anything else in your script in RAW. You may say your DM's a slayer but he's also generous to his players.
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Jander Sunstar is the thinking person's Drizzt, fight me.
I'm within the rules and have made me to do what I do he is strict on rules as am I so I know what I'm talking about
In order for this to work you need to grapple the creature with your action/one of your attacks when you take the Attack action, step of the wind as a bonus action to counter moving at half speed due to grappling, fly 60 feet in the air and then drop them, causing them to take 6d6 bludgeoning damage. You could wait until next turn to do your attacks with your free hand and unarmed strikes and then choose to drop them but that's all that happens per the rules. As soon as you let go they connect with the ground, not enabling you to make extra attacks and get bonus damage by driving them into the ground with your fists.
I'd call that abusive. Bears don't fly, it's power is grounded. Lifting does not mean carrying something aloft in the sky. Aarakocra wearing armor in the 12-20 lb range lose the ability to fly.
Rule of cool and your passionate desire to do this move may have led your DM to let it slide, but for me it's too much stretch into cartoon. I'd allow it as a one timer at best, maybe even hamper your flying forevermore because Edgar Allen Poe and the herniated muscle fibers you ruptured in your back with all the extreme flapping.
Rollback Post to RevisionRollBack
Jander Sunstar is the thinking person's Drizzt, fight me.
I see that is how many people feel but I am definitely a rock lee character although I like dnd I make characters that don't use magic. (at all) unless natural ability
I aim to be the last alive cuz of how the dm style is and I always am. stories often ends with me saving who I can or running away.
The way I am interpreting what you said,I would defiantly rule against this being possible. Like others have said, the falling speed wouldn't allow the extra hits to happen. You also cant use flurry of blows and step of the wind in the same turn because they both require a bonus action. I don't know if that what you were saying you did but that's what it read like to me, so this wouldn't even be able to happen in a single turn.
If it is happening over multiple turns, then this is how I would word it. First turn: Action - number of attacks I can make + a Grapple, Bonus action - step of the wind carry them into the air. Next turn: Action - Attacks, Bonus action - Flurry of Blows, Free action drop the guy. Movement, fly down to the ground. Flavor it as making the attacks as he is falling.
In this instance, you are dealing the damage for attacking the guy, and he is taking the damage from falling. As for additional 'momentum damage' I don't think there should be anything like that for basic attacks, but the damage from falling is more then enough to balance that out. If you establish bonus damage for movement, you defeat the purpose of the charger feat.
Also, The idea behind fall damage is that the creature that is falling doesn't have control of the fall. If you fall 10 feet IRL and you land wrong you could die. I don't know a DM that would rule taking damage if the player is properly preparing for the fall. Maybe there would be a check of some kind associated, but 1d6 per 10 feet isn't that insane.
so if any one has seen Naruto you know what hidden lotas is and lion barrage as well as the uzimaki barrage but do you understand why they use this technique. I used this attack and almost broke my dm.
so as a arococra I am a monk barbarian giving me impressive fly speed along with slow fall I grappled an opponent and stepped with the wind giving me total control over the creators life. 60 feet into the air and back down keep him grappled and let him go as a free action, or because gravity is not an even 10(9. somthing) if I let the creature fall he will not hit the ground in his turn leaving me open to hit him on my turn and with crush I can make him connect with the ground on my turn as well not to mention the rest of my attacks flurry of blows.
he had so many rebuttals but nun made total sense and it seem that I made him vary upset the game paused for over 30 min.
there should be a falling status condition and it needs to also be written apparently that if you can fly you can choose to or not .(its called a dive)
I also feel as though it would do more damage if I released him ta the bottom because it was not a free fall I am driving him into the ground
if my character jumps 10 feet in the air should he take 1d6 damage... debatable to me but slow fall on that any ways
You would do more damage if you dropped him.
You have no attack based on your movement so it would do no extra damage.
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The Rules As Written for Falling do not include any calculation for how long it takes to fall. They go splat the instant you drop them, no matter how high up you were. Xanathar's Guide To Everything offers optional rules for falling. They fall the first 500 feet instantly. After that, if they are still in the air, they fall another 500 feet at the end of each turn until splat happens.
Your character's flying speed isn't even close to 500 feet per round. You drop someone, they go splat. There isn't time to make any attacks on the critter you dropped.
<Insert clever signature here>
While I find the opening post and concepts described interesting, I don't think D&D rules properly support the scenario. Geann has made the ruling I would agree with.
For the record, I voted: lines are meant to be crossed, never stop imagining. Now just find a way to make the rules agree with you!
I applaud your cinematic flair, but considering that aarakocra lose their entire flight speed if they put on a 20lb chain shirt, I don't think they realistically could actually leave the ground grappling anything bigger than a housecat. That being said the rules don't explicitly forbid it* and I'd probably allow it in a one-shot. But I'd shut it down in a longer game just because flight is already really powerful as is and it would overshadow every other combat option for you which makes things repetitive and uninteresting after a while. There's a reason Naruto doesn't bust out the Uzumaki Barrage in every fight.
*"it" being dropping enemies from a height. A diving aerial suplex or whatever would definitely require houserules to do anything.
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(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
he is falling from the sky at boosted speeds though
no armor silly natural armor
also we are competing with people using magic so its really is not to far out and it can get cliche but its not going to be viable depending in the circumstance like locations; tunnels, houses and caves
he lived in the scenario I'm talking about but wow that is almost way to essesive its under 500 140 on a dash so I'm talking 60 feet up to 140. 500 feet is defiantly k.o. never thought of using all my dash movement and then step of wind to to it aging but thats 280 guess gravity is different here. I have learned a lot.
my dm plays to slay so you gotta give him a challenge. insta death does sound cheesy and I didn't mean to take it that far but hay if its better then I thought imagine what else I can come up with
Dash is an action and when you do it you're doing nothing else but that (no grappling, Monk actions etc.), you're body is focused on moving as fast as possible which is hard to do when it's grappling someone in the air. I don't fully understand what you're doing with the Monk; but I don't think you can do anything else in your script in RAW. You may say your DM's a slayer but he's also generous to his players.
Jander Sunstar is the thinking person's Drizzt, fight me.
You might note that when dragging or carrying someone you have grappled, you move at half speed unless they are at least two sizes smaller than you.
<Insert clever signature here>
step of wind is a bonus action and totem barbarian bear bear
I'm within the rules and have made me to do what I do he is strict on rules as am I so I know what I'm talking about
In order for this to work you need to grapple the creature with your action/one of your attacks when you take the Attack action, step of the wind as a bonus action to counter moving at half speed due to grappling, fly 60 feet in the air and then drop them, causing them to take 6d6 bludgeoning damage. You could wait until next turn to do your attacks with your free hand and unarmed strikes and then choose to drop them but that's all that happens per the rules. As soon as you let go they connect with the ground, not enabling you to make extra attacks and get bonus damage by driving them into the ground with your fists.
Not to mention it's unclear whether an arococra can go aloft with the weight of another (presumably heavier given arococra bird delineation) humanoid.
Jander Sunstar is the thinking person's Drizzt, fight me.
only thing I have left to clear up is I can carry double my original weight with the second bear on my totem
I found out you can fall 579ft in 6 seconds real life
I'd call that abusive. Bears don't fly, it's power is grounded. Lifting does not mean carrying something aloft in the sky. Aarakocra wearing armor in the 12-20 lb range lose the ability to fly.
Rule of cool and your passionate desire to do this move may have led your DM to let it slide, but for me it's too much stretch into cartoon. I'd allow it as a one timer at best, maybe even hamper your flying forevermore because Edgar Allen Poe and the herniated muscle fibers you ruptured in your back with all the extreme flapping.
Jander Sunstar is the thinking person's Drizzt, fight me.
I see that is how many people feel but I am definitely a rock lee character although I like dnd I make characters that don't use magic. (at all) unless natural ability
I aim to be the last alive cuz of how the dm style is and I always am. stories often ends with me saving who I can or running away.
The way I am interpreting what you said,I would defiantly rule against this being possible. Like others have said, the falling speed wouldn't allow the extra hits to happen. You also cant use flurry of blows and step of the wind in the same turn because they both require a bonus action. I don't know if that what you were saying you did but that's what it read like to me, so this wouldn't even be able to happen in a single turn.
If it is happening over multiple turns, then this is how I would word it. First turn: Action - number of attacks I can make + a Grapple, Bonus action - step of the wind carry them into the air. Next turn: Action - Attacks, Bonus action - Flurry of Blows, Free action drop the guy. Movement, fly down to the ground. Flavor it as making the attacks as he is falling.
In this instance, you are dealing the damage for attacking the guy, and he is taking the damage from falling. As for additional 'momentum damage' I don't think there should be anything like that for basic attacks, but the damage from falling is more then enough to balance that out. If you establish bonus damage for movement, you defeat the purpose of the charger feat.
Also, The idea behind fall damage is that the creature that is falling doesn't have control of the fall. If you fall 10 feet IRL and you land wrong you could die. I don't know a DM that would rule taking damage if the player is properly preparing for the fall. Maybe there would be a check of some kind associated, but 1d6 per 10 feet isn't that insane.
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