As the title suggests, I am implementing a flight system for a campaign i am creating. Thr campaign is entirely based on the world all of my OC's originated from and is pretty anime-esc. The flight works like this...
Every PC is permanently granted free flight at any time, meaning at any point they want they can begin flying into the air as long as they want. The max height they can fly is 60 feet, which can be increased by their wisdom modifier x10 (up to a maximum of 120 feet), and their max movespeed whilst in flight is equal to their movespeed on the ground. They cannot take fall damage if falling from a height within their max flying height. All melee attacks against them from the ground have disadvantage (as they can just pivot away).
Fall damage works differently as well.
A PC will take fall damage if they fall from any height above their max fly height without stopping themselves OR another character sends them flying towards the ground. In case the latter happens, fall damage is calculated from the height they fell from (If they fell from 50 feet then fall damage translates to 5d6). Also, all PC's are granted a reaction to falling where they can roll a dc15 wisdom save to begin flying and avoid fall damage once they enter their max fly height above the ground (unless they are grappled during the fall).
Whilst in the air, all ranged attacks against targets on the ground have advantage (high ground), Melee attacks are still the same as they were on the ground, Ranged attacks made against airborne targets have disadvantage. If a PC is hit with a ranged attack (magic,arrows,etc) whilst flying, they must succeed a dc15 wisdom save or fall to the ground.
Aerial melee combat is also slightly different.
If you succeed in performing a melee attack in the air, you can choose to knock the target back up to a maximum of 1d6x10 feet. If the target collides with an object (buildings, walls, etc) they take extra fall damage equal to 1d6 for every 10 feet they traveled. If the target is knocked into the ground, they are knocked prone.
PC's can use their flight over long distances instead of traveling by foot, which makes travelling safer, but they cannot take rests mid-air. They must be on the ground to execute any kind of resting (long/short rest). Any form of movement speed bonuses are also applied to fly speed.
PC's can grapple people and fly.
If a PC successfully grapples another character, they may fly into the air with them (after beating the grappled character in a strength check). If a PC successfully grapples another character, they may throw the grappled character up to 1d6x10 feet, dealing fall damage equal to 1d6 for every ten feet traveled if they collide with an object (buildings, walls, etc).
This campaign has been in the works for a couple years now and one thing that kinda threw me off was that almost every character in this story could fly but couldn't fly in dnd without spells, so I've been working a way around it and I've finally came up with this. Please let me know how you think about this and if there's anything you would change
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As the title suggests, I am implementing a flight system for a campaign i am creating. Thr campaign is entirely based on the world all of my OC's originated from and is pretty anime-esc. The flight works like this...
Every PC is permanently granted free flight at any time, meaning at any point they want they can begin flying into the air as long as they want. The max height they can fly is 60 feet, which can be increased by their wisdom modifier x10 (up to a maximum of 120 feet), and their max movespeed whilst in flight is equal to their movespeed on the ground. They cannot take fall damage if falling from a height within their max flying height. All melee attacks against them from the ground have disadvantage (as they can just pivot away).
Fall damage works differently as well.
A PC will take fall damage if they fall from any height above their max fly height without stopping themselves OR another character sends them flying towards the ground. In case the latter happens, fall damage is calculated from the height they fell from (If they fell from 50 feet then fall damage translates to 5d6). Also, all PC's are granted a reaction to falling where they can roll a dc15 wisdom save to begin flying and avoid fall damage once they enter their max fly height above the ground (unless they are grappled during the fall).
Whilst in the air, all ranged attacks against targets on the ground have advantage (high ground), Melee attacks are still the same as they were on the ground, Ranged attacks made against airborne targets have disadvantage. If a PC is hit with a ranged attack (magic,arrows,etc) whilst flying, they must succeed a dc15 wisdom save or fall to the ground.
Aerial melee combat is also slightly different.
If you succeed in performing a melee attack in the air, you can choose to knock the target back up to a maximum of 1d6x10 feet. If the target collides with an object (buildings, walls, etc) they take extra fall damage equal to 1d6 for every 10 feet they traveled. If the target is knocked into the ground, they are knocked prone.
PC's can use their flight over long distances instead of traveling by foot, which makes travelling safer, but they cannot take rests mid-air. They must be on the ground to execute any kind of resting (long/short rest). Any form of movement speed bonuses are also applied to fly speed.
PC's can grapple people and fly.
If a PC successfully grapples another character, they may fly into the air with them (after beating the grappled character in a strength check). If a PC successfully grapples another character, they may throw the grappled character up to 1d6x10 feet, dealing fall damage equal to 1d6 for every ten feet traveled if they collide with an object (buildings, walls, etc).
This campaign has been in the works for a couple years now and one thing that kinda threw me off was that almost every character in this story could fly but couldn't fly in dnd without spells, so I've been working a way around it and I've finally came up with this. Please let me know how you think about this and if there's anything you would change