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Flying in Storms
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<blockquote data-quote="Oofta" data-source="post: 7983672" data-attributes="member: 6801845"><p>Falling is probably the easiest. From XGTE:</p><p style="margin-left: 20px"><span style="font-size: 18px"><strong>Flying Creatures and Falling</strong></span></p> <p style="margin-left: 20px">A flying creature in flight falls if it is knocked <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Prone" target="_blank">prone</a>, if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the <a href="https://www.dndbeyond.com/spells/fly" target="_blank">fly</a> spell.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If you’d like a flying creature to have a better chance of surviving a fall than a non-flying creature does, use this rule: subtract the creature’s current flying speed from the distance it fell before calculating falling damage. This rule is helpful to a flier that is knocked <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Prone" target="_blank">prone</a> but is still conscious and has a current flying speed that is greater than 0 feet. The rule is designed to simulate the creature flapping its wings furiously or taking similar measures to slow the velocity of its fall.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns still falling and is <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Prone" target="_blank">prone</a>, it can halt the fall on its turn by spending half its flying speed to counter the <a href="https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Prone" target="_blank">prone</a> condition (as if it were standing up in midair).</p><p></p><p>As far as being blown around, I'd probably make it an athletics or acrobatics check, probably with varied levels of success. That allows you to adjust things both ways - hit the target DC an you aren't pushed at all, miss it by 5 and you're pushed half way and so on.</p><p></p><p>Storms may have other effects as well. Getting hit by lightning, sleet building up ice and so on. I think the last time I did this I had "storm mephits". Not as a major threat, but just kind of flavor or small elements having fun and playing in the storm.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7983672, member: 6801845"] Falling is probably the easiest. From XGTE: [INDENT][SIZE=5][B]Flying Creatures and Falling[/B][/SIZE][/INDENT] [INDENT]A flying creature in flight falls if it is knocked [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Prone']prone[/URL], if its speed is reduced to 0 feet, or if it otherwise loses the ability to move, unless it can hover or it is being held aloft by magic, such as the [URL='https://www.dndbeyond.com/spells/fly']fly[/URL] spell.[/INDENT] [INDENT][/INDENT] [INDENT]If you’d like a flying creature to have a better chance of surviving a fall than a non-flying creature does, use this rule: subtract the creature’s current flying speed from the distance it fell before calculating falling damage. This rule is helpful to a flier that is knocked [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Prone']prone[/URL] but is still conscious and has a current flying speed that is greater than 0 feet. The rule is designed to simulate the creature flapping its wings furiously or taking similar measures to slow the velocity of its fall.[/INDENT] [INDENT][/INDENT] [INDENT]If you use the rule for rate of falling in the previous section, a flying creature descends 500 feet on the turn when it falls, just as other creatures do. But if that creature starts any of its later turns still falling and is [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Prone']prone[/URL], it can halt the fall on its turn by spending half its flying speed to counter the [URL='https://www.dndbeyond.com/compendium/rules/basic-rules/appendix-a-conditions#Prone']prone[/URL] condition (as if it were standing up in midair).[/INDENT] As far as being blown around, I'd probably make it an athletics or acrobatics check, probably with varied levels of success. That allows you to adjust things both ways - hit the target DC an you aren't pushed at all, miss it by 5 and you're pushed half way and so on. Storms may have other effects as well. Getting hit by lightning, sleet building up ice and so on. I think the last time I did this I had "storm mephits". Not as a major threat, but just kind of flavor or small elements having fun and playing in the storm. [/QUOTE]
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