can hovering character stop hover and drop himself?
I'm asking because I play as a UA Fairy (race) so I can fly and hover as skill (not body property) and I'm a druid, and I want to know if I can make damage by falling as huge beast (wild shape) on enemies and how much damage from what height I can do
yes, a flying creature can choose to stop flying and fall. The general rule for falling on an opponent is that you deal 1d6 damage per 10 feet you fall, with the damage split evenly between both. So if you were to fall from 50 feet above, you would deal 5d6 damage, split between you and the target (so if you were to roll, say... 28 damage, both you and the target would take 14 damage).
However, that doesn't really take into account size differences such as growing into an elephant or something before dropping. I'm not sure if there's specific rules for this, but what i would do is double the number of d6's for a Huge Creature... I wouldn't increase the damage for a Large creature because I think it would be too easy for that ruling to get out of hand or abused by both players and enemies alike, but you'd still take even more damage from it as well.
You are using a skill, so I would definitely rule that you can just stop using it. But honestly, what you are doing is a special Attack, aided by gravity. There is no magical guarantee you fall on the target - you have to aim for it. There is no rule about doing more damage for being larger, but I would probably make you do it for role playing purposes - it's cool. But no, you do not do more damage because of it - but you want to polymorph anyway as you are about to take some damage.
You take 1d6 per 10 ft of fall, so it makes sense to do the same damage you get. Almost anything you use to lessen that damage done to you should also reduce the damage done to them. I would allow you to dive natural weapon first, doing an extra amount of damage equal to your normal natural weapon damage, and changing type from blunt to your natural weapon type.
As a DM, I would let you make a single attack roll against the creature you want to dive at. You are proficient (literally flying as a skill), and you would have to use Dex as your stat to hit. You do not use your strength for damage damage you are relying on gravity and cannot push off of anything.
Assuming you fell 50 ft after transforming into a bear , that would mean you do 5d6 + your 2d6 claw attack, piercing. You take 5d6 damage.
Not a fantastic strategy, but in certain situations, it makes a lot of sense because:
Ideally this is done when the enemy is wounded, in the hopes it will finish him off.
You are polymorphed, so you effectively have these extra HP to burn.
You very well might have some extra abilities that do damage on contact, increasing the damage.
You could roll a natural 20, doing critical damage. This would make the blow VERY worthwhile.
The official rules for falling onto another creature can be found on page 170 of Tasha's Cauldron of Everything and read as follows:
If a creature falls into the space of a second creature and neither of them is Tiny, the second creature must succeed on a DC 15 Dexterity saving throw or be impacted by the falling creature, and any damage resulting from the fall is divided evenly between them. The impacted creature is also knocked prone, unless it is two or more sizes larger than the falling creature.
As far as being crushed by a much larger creature there are no actual rulings for it, however, I imagine that any additional damage from it would be entirely on the crushed victim and personally would apply something more similar to being hit by a falling rock trap, such as:
If the falling creature is huge or larger then in addition to any other results from the fall, the other creature takes 1d10 bludgeoning damage if it failed its save, or half as much and is moved to an adjacent space on a success.
I don't know if this is to easy, but let me present my solution for flying PC races:
Flying is a pretty complex activity, or in other words casting spells or aiming while flying shouldn't be possible for sombody who isn't an experienced flyer. Flying races should reach a certain level to be able to attack or cast spells while fying.
The fly spell is a 3rd level spell and becomes available at the 5th character level and Druid's can wildshape in flying creatures at the 8th level. So flying races should get the ability to attack and cast spells while flying between level 5 and 8. You cold probably allow melee attacks while flying sooner.
How about anything requiring aim during flight is at disadvantage unless you are proficient with ranged weapons rendering it a normal, non proficient, ranged attack in the air. Also, any ranged attack damage is reduced to zero anyway when the target is outside of the weapon’s or spells range. Other than this, I think monster’s and villains will have the same problem with anyone firing any ranged weapon from anywhere. You can also provide them cover rendering any flown attacks useless. There is also the knocked prone in flight danger.
How about anything requiring aim during flight is at disadvantage unless you are proficient with ranged weapons rendering it a normal, non proficient, ranged attack in the air. Also, any ranged attack damage is reduced to zero anyway when the target is outside of the weapon’s or spells range. Other than this, I think monster’s and villains will have the same problem with anyone firing any ranged weapon from anywhere. You can also provide them cover rendering any flown attacks useless. There is also the knocked prone in flight danger.
The DM can houserule anything, but RAW making ranged weapon attack while flying doesn't cause disadvantage unless proficient, nor it is possible to attack any target out of range.
yes, a flying creature can choose to stop flying and fall. The general rule for falling on an opponent is that you deal 1d6 damage per 10 feet you fall, with the damage split evenly between both. So if you were to fall from 50 feet above, you would deal 5d6 damage, split between you and the target (so if you were to roll, say... 28 damage, both you and the target would take 14 damage).
However, that doesn't really take into account size differences such as growing into an elephant or something before dropping. I'm not sure if there's specific rules for this, but what i would do is double the number of d6's for a Huge Creature... I wouldn't increase the damage for a Large creature because I think it would be too easy for that ruling to get out of hand or abused by both players and enemies alike, but you'd still take even more damage from it as well.
Watch Crits for Breakfast, an adults-only RP-Heavy Roll20 Livestream at twitch.tv/afterdisbooty
And now you too can play with the amazing art and assets we use in Roll20 for our campaign at Hazel's Emporium
You are using a skill, so I would definitely rule that you can just stop using it. But honestly, what you are doing is a special Attack, aided by gravity. There is no magical guarantee you fall on the target - you have to aim for it. There is no rule about doing more damage for being larger, but I would probably make you do it for role playing purposes - it's cool. But no, you do not do more damage because of it - but you want to polymorph anyway as you are about to take some damage.
You take 1d6 per 10 ft of fall, so it makes sense to do the same damage you get. Almost anything you use to lessen that damage done to you should also reduce the damage done to them. I would allow you to dive natural weapon first, doing an extra amount of damage equal to your normal natural weapon damage, and changing type from blunt to your natural weapon type.
As a DM, I would let you make a single attack roll against the creature you want to dive at. You are proficient (literally flying as a skill), and you would have to use Dex as your stat to hit. You do not use your strength for damage damage you are relying on gravity and cannot push off of anything.
Assuming you fell 50 ft after transforming into a bear , that would mean you do 5d6 + your 2d6 claw attack, piercing. You take 5d6 damage.
Not a fantastic strategy, but in certain situations, it makes a lot of sense because:
The official rules for falling onto another creature can be found on page 170 of Tasha's Cauldron of Everything and read as follows:
As far as being crushed by a much larger creature there are no actual rulings for it, however, I imagine that any additional damage from it would be entirely on the crushed victim and personally would apply something more similar to being hit by a falling rock trap, such as:
I don't know if this is to easy, but let me present my solution for flying PC races:
Flying is a pretty complex activity, or in other words casting spells or aiming while flying shouldn't be possible for sombody who isn't an experienced flyer. Flying races should reach a certain level to be able to attack or cast spells while fying.
The fly spell is a 3rd level spell and becomes available at the 5th character level and Druid's can wildshape in flying creatures at the 8th level. So flying races should get the ability to attack and cast spells while flying between level 5 and 8. You cold probably allow melee attacks while flying sooner.
How about anything requiring aim during flight is at disadvantage unless you are proficient with ranged weapons rendering it a normal, non proficient, ranged attack in the air. Also, any ranged attack damage is reduced to zero anyway when the target is outside of the weapon’s or spells range. Other than this, I think monster’s and villains will have the same problem with anyone firing any ranged weapon from anywhere. You can also provide them cover rendering any flown attacks useless. There is also the knocked prone in flight danger.
The DM can houserule anything, but RAW making ranged weapon attack while flying doesn't cause disadvantage unless proficient, nor it is possible to attack any target out of range.
Like perhaps described in AD&D in the dungeon masters guide many many years ago?