Using flight to pick a creature up, take them to a height, and drop them for falling damage has always been possible in D&D. The Fly spell is only 3rd level. It's not especially abusive by the rules.
I'm not even sure it's the best use of time with a 12th level or so Barbarian/Monk looking to do max damage.
Hello, I was really struggling to understand what you are saying. I appreciate English is not your first language so here is what I think you are saying:
You grapple someone, fly up and then smack them a bit. On their turn, you drop them, so they fall. Then they get to have their turn but you are in the air. Then you fall, slow fall with your reaction to be ready to fly them up again.
You are also saying how you step of the wind to dash, doubling your 60ft speed to 120ft (base 50ft fly speed plus 10ft from barbarian level 5). You grapple someone and then, moving half speed (barbarian bear totem has ZERO affect on this because it is based on the size, not the weight, of the opponent. Doesn't matter how you argue unless your DM changes the actual rules it has zero effect)?
Just remember the rules only matter when you're trying to show off to your DM!
I thought I could get to the ground fast enough to make a attack before he hit the ground on my next turn but have looked into the science and its not there I can't hit him before he hits the ground because falling is faster then I thought because its squared. but what if I drop them on an enemy
Hello, I was really struggling to understand what you are saying. I appreciate English is not your first language so here is what I think you are saying:
I'm pretty sure what theywant is to grab a target, fly into the air, then fly towards the ground slamming the target into the ground while punching them. The OP is under the impression that flying a target into the ground would do extra damage.
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
Hello, I was really struggling to understand what you are saying. I appreciate English is not your first language so here is what I think you are saying:
You grapple someone, fly up and then smack them a bit. On their turn, you drop them, so they fall. Then they get to have their turn but you are in the air. Then you fall, slow fall with your reaction to be ready to fly them up again.
You are also saying how you step of the wind to dash, doubling your 60ft speed to 120ft (base 50ft fly speed plus 10ft from barbarian level 5). You grapple someone and then, moving half speed (barbarian bear totem has ZERO affect on this because it is based on the size, not the weight, of the opponent. Doesn't matter how you argue unless your DM changes the actual rules it has zero effect)?
Just remember the rules only matter when you're trying to show off to your DM!
you also get more speed for monk so I can fly a bit longer then that.
it said I can pick up large creatures and doubles my weight limitations such as caring capacity. it would take twice the 20 pound armor being 40 pounds of armor before I can't fly do to armor. so that already states weight Right?
Using flight to pick a creature up, take them to a height, and drop them for falling damage has always been possible in D&D. The Fly spell is only 3rd level. It's not especially abusive by the rules.
I'm not even sure it's the best use of time with a 12th level or so Barbarian/Monk looking to do max damage.
Depends a bit on where you drop them.... high level bombing with live ammo can be quite demoralizing.....
he said no to this cuz I free action dropped him so I would not be able to aim unless I wanted to call it a trow but that was an action I did not have
Again, Bears don't fly. It's unclear to me whether the 6th level Aspect of the Beast (bear) doubling of load and lift capacity applies to the load an avian can carry aloft. Common sense seems to lean to all the feats of strength delineated in the rules are grounded. A DM wanting to be generous to characters with the ability to fly may go differently. I don't know if the flight spell is a good analogy, we're talking about a physical non magical capacity.
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Jander Sunstar is the thinking person's Drizzt, fight me.
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.
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.
to clarify I wanted to know max damage of this move. I do now understand the instant falling rule
so its best to begin the turn dropping him he takes damage then I move down and attack him as stated earlier 6d6 is the damage taken for a 60 foot fall and a 500 foot fall is splat when released the creature.
know lets think of this at a different angle what if we were 2000 feet in the air you fall from whatever platform you were on and are now on the splat clock, so should it be possible to fly down or dash or both in the correct order or fall first then use movement and be able to utilize the fall distance simultaneously so that I can catch up to and catch you(dive). or will I never be able to catch you because I am flying and can only get up to 280 feet of flight
because it the first thing to happen and last thing that gets calculated in a turn going from getting dropped on realease and you falling at the end of your next turn u will never have a chance to catch them
It sounds like you're trying to rig things so that you carry an enemy up into the air, get all your attacks against them, then drop them so that they can't attack you back, then dive after them with the intention of getting multiple rounds of further attacks o them while preventing them from being able to hit you in retaliation.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
If all you want to know is the max damage from this sort of action, The answer is 20d6 from falling (20d6 is the stated MAX fall damage) plus whatever damage you do from hitting the target before you drop them, which the max potential damage in a turn is an entirely different conversation.
All that being said, I'd allow the drop from 200 feet, for 20d6. Then fall yourself landing on the target (requires to-hit roll) for another 10d6 if you hit, 20d6 if you miss.
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
Doesn't matter whether it's legal or not—if your DM said no, but you hold up the game for 30 minutes arguing, that's disrespectful to everyone else at the table. The DM doesn't make those rulings to mess with you, they do it to keep the game moving along so it's fun for everyone. So if they say no, the answer is no.
they are just as bad u don't know them but or me in a usual game id let it go but a one shot and I was hasted by my scorer companion let it go but I let it go but he had to look up every rule possible and he like most questioned my characters build mid game forcing me to break down the character sheet and going through it. don't act like its never happened to you.
If all you want to know is the max damage from this sort of action, The answer is 20d6 from falling (20d6 is the stated MAX fall damage) plus whatever damage you do from hitting the target before you drop them, which the max potential damage in a turn is an entirely different conversation.
If all you want to know is the max damage from this sort of action, The answer is 20d6 from falling (20d6 is the stated MAX fall damage) plus whatever damage you do from hitting the target before you drop them, which the max potential damage in a turn is an entirely different conversation.
If all you want to know is the max damage from this sort of action, The answer is 20d6 from falling (20d6 is the stated MAX fall damage) plus whatever damage you do from hitting the target before you drop them, which the max potential damage in a turn is an entirely different conversation.
If all you want to know is the max damage from this sort of action, The answer is 20d6 from falling (20d6 is the stated MAX fall damage) plus whatever damage you do from hitting the target before you drop them, which the max potential damage in a turn is an entirely different conversation.
If all you want to know is the max damage from this sort of action, The answer is 20d6 from falling (20d6 is the stated MAX fall damage) plus whatever damage you do from hitting the target before you drop them, which the max potential damage in a turn is an entirely different conversation.
Flying down at speed is called a charge. Have a feat to do it .
Dropping something on somebody is called a thrown weapon attack. Unless you are proficient with the item, you use improvised weapon rules and will be dissapointed. If it is a weapon, you will get a better range and damage, but still be dissapointed.
Picking up people is called a grapple. Moving them up has rules for doing that, rather slowly considering their weight (unless you are very very strong). Trying to drop them will not work if they wisely choose to grapple you back.
Basically your best option is to get a long bow, fly up to 600 ft, accept disadvantage, and take 10 minutes to kill them with arrows out of range of pretty much everything but another long bow.
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Using flight to pick a creature up, take them to a height, and drop them for falling damage has always been possible in D&D. The Fly spell is only 3rd level. It's not especially abusive by the rules.
I'm not even sure it's the best use of time with a 12th level or so Barbarian/Monk looking to do max damage.
<Insert clever signature here>
Hello, I was really struggling to understand what you are saying. I appreciate English is not your first language so here is what I think you are saying:
You grapple someone, fly up and then smack them a bit. On their turn, you drop them, so they fall. Then they get to have their turn but you are in the air. Then you fall, slow fall with your reaction to be ready to fly them up again.
You are also saying how you step of the wind to dash, doubling your 60ft speed to 120ft (base 50ft fly speed plus 10ft from barbarian level 5). You grapple someone and then, moving half speed (barbarian bear totem has ZERO affect on this because it is based on the size, not the weight, of the opponent. Doesn't matter how you argue unless your DM changes the actual rules it has zero effect)?
Just remember the rules only matter when you're trying to show off to your DM!
I thought I could get to the ground fast enough to make a attack before he hit the ground on my next turn but have looked into the science and its not there I can't hit him before he hits the ground because falling is faster then I thought because its squared. but what if I drop them on an enemy
I'm pretty sure what theywant is to grab a target, fly into the air, then fly towards the ground slamming the target into the ground while punching them. The OP is under the impression that flying a target into the ground would do extra damage.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
you also get more speed for monk so I can fly a bit longer then that.
it said I can pick up large creatures and doubles my weight limitations such as caring capacity. it would take twice the 20 pound armor being 40 pounds of armor before I can't fly do to armor. so that already states weight Right?
he said no to this cuz I free action dropped him so I would not be able to aim unless I wanted to call it a trow but that was an action I did not have
Again, Bears don't fly. It's unclear to me whether the 6th level Aspect of the Beast (bear) doubling of load and lift capacity applies to the load an avian can carry aloft. Common sense seems to lean to all the feats of strength delineated in the rules are grounded. A DM wanting to be generous to characters with the ability to fly may go differently. I don't know if the flight spell is a good analogy, we're talking about a physical non magical capacity.
Jander Sunstar is the thinking person's Drizzt, fight me.
to clarify I wanted to know max damage of this move. I do now understand the instant falling rule
so its best to begin the turn dropping him he takes damage then I move down and attack him as stated earlier 6d6 is the damage taken for a 60 foot fall and a 500 foot fall is splat when released the creature.
know lets think of this at a different angle what if we were 2000 feet in the air you fall from whatever platform you were on and are now on the splat clock, so should it be possible to fly down or dash or both in the correct order or fall first then use movement and be able to utilize the fall distance simultaneously so that I can catch up to and catch you(dive). or will I never be able to catch you because I am flying and can only get up to 280 feet of flight
because it the first thing to happen and last thing that gets calculated in a turn going from getting dropped on realease and you falling at the end of your next turn u will never have a chance to catch them
It sounds like you're trying to rig things so that you carry an enemy up into the air, get all your attacks against them, then drop them so that they can't attack you back, then dive after them with the intention of getting multiple rounds of further attacks o them while preventing them from being able to hit you in retaliation.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
If all you want to know is the max damage from this sort of action, The answer is 20d6 from falling (20d6 is the stated MAX fall damage) plus whatever damage you do from hitting the target before you drop them, which the max potential damage in a turn is an entirely different conversation.
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"Play the game however you want to play the game. After all, your fun doesn't threaten my fun."
All that being said, I'd allow the drop from 200 feet, for 20d6. Then fall yourself landing on the target (requires to-hit roll) for another 10d6 if you hit, 20d6 if you miss.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Doesn't matter whether it's legal or not—if your DM said no, but you hold up the game for 30 minutes arguing, that's disrespectful to everyone else at the table. The DM doesn't make those rulings to mess with you, they do it to keep the game moving along so it's fun for everyone. So if they say no, the answer is no.
Wizard (Gandalf) of the Tolkien Club
they are just as bad u don't know them but or me in a usual game id let it go but a one shot and I was hasted by my scorer companion let it go but I let it go but he had to look up every rule possible and he like most questioned my characters build mid game forcing me to break down the character sheet and going through it. don't act like its never happened to you.
thanks
Flying down at speed is called a charge. Have a feat to do it .
Dropping something on somebody is called a thrown weapon attack. Unless you are proficient with the item, you use improvised weapon rules and will be dissapointed. If it is a weapon, you will get a better range and damage, but still be dissapointed.
Picking up people is called a grapple. Moving them up has rules for doing that, rather slowly considering their weight (unless you are very very strong). Trying to drop them will not work if they wisely choose to grapple you back.
Basically your best option is to get a long bow, fly up to 600 ft, accept disadvantage, and take 10 minutes to kill them with arrows out of range of pretty much everything but another long bow.