I have never really run a campaign with flying creatures, and one of my players is playing an Aarakocra Ranger. Icewind Dale has dire conditions; how would I go about him flying around the heavy snow and such? He did go the Artic Path Explorer, would that help with that? As long as he is not wearing Heavy or Medium armor, is he just allowed to fly anywhere?
Well, an aarakocra only has one good feature(talons are useless), flight. So you shouldn't hamper it to much, so there are two options for this:
1) in normal conditions, the aarakocra must succeed on a CON Save or take cold damage equal to 1d8 every hour of flight. If the check succeeds, the character only takes half damage. In a blizzard, there is additional bludgeoning damage equal to 1d4(halved too if save succeeds), and the PC has to make another CON save or get blown from the sky(use the falling rules). But if not in a blizzard and flying let the aarakocra to gain a benefit(bonus to group travel speed or sight)
2) use the same rules in a blizzard, but no damage in normal conditions: but there are no bonuses to flying
A blizzard’s howling wind limits hearing to a range of 100 feet and imposes disadvantage on ranged weapon attack rolls. It also imposes disadvantage on Wisdom (Perception) checks that rely on hearing. The wind extinguishes open flames, disperses fog, erases tracks in the snow, and makes flying by nonmagical means nearly impossible. A creature falls at the end of its turn if it is flying by nonmagical means and can’t hover.
If wind is too strong, I would not allow flight. generally speaking, I ban at will flyers, so it's not a problem I have given much thought to.
Rollback Post to RevisionRollBack
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
A creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather clothing (thick coats, gloves, and the like) and creatures naturally adapted to cold climates, such as reindeer and snowy owlbears.
Flying very much exposes you and thick winter cloths would make flying impossible.
I have never really run a campaign with flying creatures, and one of my players is playing an Aarakocra Ranger. Icewind Dale has dire conditions; how would I go about him flying around the heavy snow and such? He did go the Artic Path Explorer, would that help with that? As long as he is not wearing Heavy or Medium armor, is he just allowed to fly anywhere?
Well, an aarakocra only has one good feature(talons are useless), flight. So you shouldn't hamper it to much, so there are two options for this:
1) in normal conditions, the aarakocra must succeed on a CON Save or take cold damage equal to 1d8 every hour of flight. If the check succeeds, the character only takes half damage. In a blizzard, there is additional bludgeoning damage equal to 1d4(halved too if save succeeds), and the PC has to make another CON save or get blown from the sky(use the falling rules). But if not in a blizzard and flying let the aarakocra to gain a benefit(bonus to group travel speed or sight)
2) use the same rules in a blizzard, but no damage in normal conditions: but there are no bonuses to flying
Or you could give 1 level of exhaustion for each hour flown, because cold and wind
If wind is too strong, I would not allow flight. generally speaking, I ban at will flyers, so it's not a problem I have given much thought to.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
A creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather clothing (thick coats, gloves, and the like) and creatures naturally adapted to cold climates, such as reindeer and snowy owlbears.
Flying very much exposes you and thick winter cloths would make flying impossible.