Looking for any clarification on this Sorcerer's ability.
Tempestuous Magic
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.
Does anyone know if there is any ruling, Sage Advice, Errata about how long the Storm Sorcerer can stay aloft with this ability? Do they fly and then immediately return to the ground? It says fly but doesn't specify if a direction is required, like fly backwards or fly up into the air? If you can stay aloft with this ability, would you be able to stack it turn after turn until you're flying 100 in the air or higher?
Have a player who just started using this subclass and I wanted to make sure that we understood this ability correctly as I expect she'll be using it to fly away quite often.
IIRC normally a feature that gives you an option to fly also needs to specify that it allows you to hover otherwise you fall to the ground at the end of the movement.
IIRC normally a feature that gives you an option to fly also needs to specify that it allows you to hover otherwise you fall to the ground at the end of the movement.
I don't think that's right, but am not going to go digging. Hover makes you not fall if your speed is made to be 0, and I think that is it.
The problem with OP's question is duration. The fly movement does not last longer than the bonus action ("immediately") and it doesn't actually even give you a fly speed. If a creature with no fly speed ends a movement in midair, it falls. Simple as that.
You don't finish in the air since the winds only "briefly surround you", so you'd have to finish on something stable not to suffer some form of falling accident.
There clearly were some sort of complicated hover rules originally contemplated, because some monsters and spells still go out of their way to specify that hovering is possible. Hovering vs. normal flying was a thing in prior editions, but not so in 5E, other than those artifacts of language in some poorly edited entries.
But as others have said, its immediate 10 feet of flying, which must be taken and completed. If you end it in mid air, you will fall... but whether that falling happens immediately mid-turn, or at the end of your turn, or could even be mitigated using high jumping rules... probably has to do with how your DM interprets falling, and whether they're using the optional falling rules variant in Xanathar's.
I already sort of mentioned it previously, but here is what hover does:
If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover
source? that's interesting, i thought all flying creatures fell when knocked prone.
PH chapter 9 (Combat), under Movement And Position, then Flying Movement. Hovering and prone immunity tend to go hand in hand so it's easy to start associating successful shoves with falling. One relatively low CR exception is the flying sword.
I imagine that the brief wind is like a jump powered by wind. You briefly control the air around you, and get blasted 10 feet from it. So like in movies when a shockwave throws someone forward as they jump (which is SUPER unrealistic), the wind pushes you forward. But you don't hover unfortunately.
(You can go in any direction, but generally it works best for going up or forward, giving you extra movement and perhaps the ability to clear a large gap.)
I imagine that the brief wind is like a jump powered by wind. You briefly control the air around you, and get blasted 10 feet from it. So like in movies when a shockwave throws someone forward as they jump (which is SUPER unrealistic), the wind pushes you forward. But you don't hover unfortunately.
(You can go in any direction, but generally it works best for going up or forward, giving you extra movement and perhaps the ability to clear a large gap.)
Rather than a shockwave, I like to imagine this one as floating into the air as you gather magic for your spell.
It's flight, but then it ends. If you currently have a flying speed from some other source then you could keep flying after the gust, otherwise you would need to land. Normally you would fly horizontally away or towards enemies to help with range of attacks, but you could also fly straight up if there was a platform 10ft up to land on.
Being flight, the movement bypasses difficult terrain. And another good bonus is that it escapes any Grapple and most Restrained conditions because it is not moving under your own steam.
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Looking for any clarification on this Sorcerer's ability.
Does anyone know if there is any ruling, Sage Advice, Errata about how long the Storm Sorcerer can stay aloft with this ability? Do they fly and then immediately return to the ground? It says fly but doesn't specify if a direction is required, like fly backwards or fly up into the air? If you can stay aloft with this ability, would you be able to stack it turn after turn until you're flying 100 in the air or higher?
Have a player who just started using this subclass and I wanted to make sure that we understood this ability correctly as I expect she'll be using it to fly away quite often.
IIRC normally a feature that gives you an option to fly also needs to specify that it allows you to hover otherwise you fall to the ground at the end of the movement.
I don't think that's right, but am not going to go digging. Hover makes you not fall if your speed is made to be 0, and I think that is it.
The problem with OP's question is duration. The fly movement does not last longer than the bonus action ("immediately") and it doesn't actually even give you a fly speed. If a creature with no fly speed ends a movement in midair, it falls. Simple as that.
I read it as moving you up to 10 ft via flight.
You don't finish in the air since the winds only "briefly surround you", so you'd have to finish on something stable not to suffer some form of falling accident.
I agree, you have to end up on a stable surface or you fall to the ground.
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There clearly were some sort of complicated hover rules originally contemplated, because some monsters and spells still go out of their way to specify that hovering is possible. Hovering vs. normal flying was a thing in prior editions, but not so in 5E, other than those artifacts of language in some poorly edited entries.
But as others have said, its immediate 10 feet of flying, which must be taken and completed. If you end it in mid air, you will fall... but whether that falling happens immediately mid-turn, or at the end of your turn, or could even be mitigated using high jumping rules... probably has to do with how your DM interprets falling, and whether they're using the optional falling rules variant in Xanathar's.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
I already sort of mentioned it previously, but here is what hover does:
source? that's interesting, i thought all flying creatures fell when knocked prone.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
PH chapter 9 (Combat), under Movement And Position, then Flying Movement. Hovering and prone immunity tend to go hand in hand so it's easy to start associating successful shoves with falling. One relatively low CR exception is the flying sword.
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https://www.dndbeyond.com/sources/phb/combat#FlyingMovement
I imagine that the brief wind is like a jump powered by wind. You briefly control the air around you, and get blasted 10 feet from it. So like in movies when a shockwave throws someone forward as they jump (which is SUPER unrealistic), the wind pushes you forward. But you don't hover unfortunately.
(You can go in any direction, but generally it works best for going up or forward, giving you extra movement and perhaps the ability to clear a large gap.)
Rather than a shockwave, I like to imagine this one as floating into the air as you gather magic for your spell.
It's flight, but then it ends. If you currently have a flying speed from some other source then you could keep flying after the gust, otherwise you would need to land. Normally you would fly horizontally away or towards enemies to help with range of attacks, but you could also fly straight up if there was a platform 10ft up to land on.
Being flight, the movement bypasses difficult terrain. And another good bonus is that it escapes any Grapple and most Restrained conditions because it is not moving under your own steam.