I'm aiming at creating a personal glider item. My thinking is that this is something that would be hard to access for a tier 1 character, and not be that usable for combat, or usable by larger or armored PCs. With that in mind; these are the rules I have in mind so far;
While operating a glider the user is considered Prone, but has additional movement options. Taking one of these options is compulsory every turn.
Glide- The rider moves no less than 30ft, descending at least 5 feet. This movement requires both hands.
Land- This is Dash action, in which the character must move at least 45 ft, in a straight line. If taken during combat the character must make an Athletics check, DC12. On a success they land safely in the same spot as the glider. On a failure they take 2d6 Force damage, and land halfway through this movement, with the glider landing the full dispense they could have moved. The rider is assumed to detach themselves in either case.
Take Off- The character takes a Dash action, moving 80ft in a straight line. They are considered off the ground halfway through this movement. Taking off requires an elevated position, though the DM can wave this requirement if the situation warrants it.
At the end of each round, if the character takes damage, or tries to take an action that requires removing a hand from the glider, they must make a Constitution saving throw, DC 10 (minimum). Failing any other check while piloting the glider counts as failing this Con save. On a success they can continue to operate the glider as usual. On a failure they must take the Land action on their next turn.
I'm aiming at creating a personal glider item. My thinking is that this is something that would be hard to access for a tier 1 character, and not be that usable for combat, or usable by larger or armored PCs. With that in mind; these are the rules I have in mind so far;
Personal Glider
weight: 50lbs carrying capacity: 230lbs (including rider) glide speed: 40
While operating a glider the user is considered Prone, but has additional movement options. Taking one of these options is compulsory every turn.
Glide- The rider moves no less than 30ft, descending at least 5 feet. This movement requires both hands.
Land- This is Dash action, in which the character must move at least 45 ft, in a straight line. If taken during combat the character must make an Athletics check, DC12. On a success they land safely in the same spot as the glider. On a failure they take 2d6 Force damage, and land halfway through this movement, with the glider landing the full dispense they could have moved. The rider is assumed to detach themselves in either case.
Take Off- The character takes a Dash action, moving 80ft in a straight line. They are considered off the ground halfway through this movement. Taking off requires an elevated position, though the DM can wave this requirement if the situation warrants it.
At the end of each round, if the character takes damage, or tries to take an action that requires removing a hand from the glider, they must make a Constitution saving throw, DC 10 (minimum). Failing any other check while piloting the glider counts as failing this Con save. On a success they can continue to operate the glider as usual. On a failure they must take the Land action on their next turn.