D&D General How early is too early for flight?

I'm working on some homebrew and I'm trying to decide how early is too early for PCs flying around.

For context, I'm trying to make a Warlock pact that revolves around the Find Steed spell and I'm realizing that the paladin would have to wait until 11th level for a flying mount while a warlock would get that 60 ft. fly speed at level 7. On the other hand, the Fly spell is 60 ft. of movement and accessible by level 5 by full casters but is limited duration. This is really showing my that spells of equal level really aren't equal in power since they're assumed to belong to certain classes.

So, would you be cool with a 7th level character casting Find Steed with a 4th level slot and getting a flying mount or should it be something that waits till 11th level?
 

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I'm working on some homebrew and I'm trying to decide how early is too early for PCs flying around.

For context, I'm trying to make a Warlock pact that revolves around the Find Steed spell and I'm realizing that the paladin would have to wait until 11th level for a flying mount while a warlock would get that 60 ft. fly speed at level 7. On the other hand, the Fly spell is 60 ft. of movement and accessible by level 5 by full casters but is limited duration. This is really showing my that spells of equal level really aren't equal in power since they're assumed to belong to certain classes.

So, would you be cool with a 7th level character casting Find Steed with a 4th level slot and getting a flying mount or should it be something that waits till 11th level?

Can I recommend a non-spell solution?

Take the ''beast of the air'' statblock from the Beast Master (using the same rules, maybe switching around its ability scores), but make it as a medium ride-able mount, 1x per day for free, spend a spell slot to summon it back after that.
 

Flying isn't really a big deal IME.

If only one or two PCs can do it, they have a possible edge in some situations, but will find themselves the primary targets in another. If all the PCs can fly, then it is usually more about movement and travel than anything combat-related.

All also add Paladins dont' get find greater steed until 13th level, not 11th. IMO they delayed half-casters spell progression too much.
 

It's objectively true some players are more clever than others and in the hands of a clever player, flight can be a huge pita for the DM.

That said, I try to keep it out of my players hands until level 9-10 because it's much easier for them to have the 'intended' experience if you restrict elements that have the potential to break things.
 



Flight is part of the superhero genre.

I prefer limited flight at level 1, temporary at level 5 (the Fly spell), and permanent full flight at level 9.

An effective way to limit flight at level 1 is to require an Action instead of a Move.
 


That's the beauty of D&D. We can customize it.

Indeed.

For instance - I would never allow my players to play a fairy.

I'm running The Wild Beyond the Witchlight. Pretty much the entire adventure takes place in the Feywild. The fairy is a playable race specifically detailed in the product (along with the harengon, who cannot fly, but can jump like crazy without provoking attack of opportunity).

In fairyland, being able to fly isn't some killer advantage.
 

Indeed.



I'm running The Wild Beyond the Witchlight. Pretty much the entire adventure takes place in the Feywild. The fairy is a playable race specifically detailed in the product (along with the harengon, who cannot fly, but can jump like crazy without provoking attack of opportunity).

In fairyland, being able to fly isn't some killer advantage.
Flight is pretty far down the list as to why I wouldn't allow it, but I'm familiar with the Feywild, the adventure, and why it makes sense for your campaign.

Totally unrelated, but Harengon is another race that I wouldn't allow.

So many of the new options are just too goofy and whimsical for my pallet, but they obviously appeal to others.
 

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