The Act of Flying
Keywords:
FLYING-ACTIONS, FLYING_ACTIONS, FLIGHT-ACTIONS, FLIGHT_ACTIONS, RP-FLYING, RP_FLYING, RP-FLIGHT, RP_FLIGHT
The below is the base breakdown of how the act of flying with magic, by natural means or with wings works in a roleplay and rp-combat setting.
You generally need only make a Fly check <DC 10> when you are attempting a complex maneuver.
Flying creatures enjoy many benefits of mobility, but they must also deal with the danger of falling. A fall from a great height is one of the most common hazards facing an adventurer.
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 or it is being held aloft by magic, such as by the fly spell.
When you fall from a great height, you instantly descend up to 500 feet. If youre still falling on your next turn, you descend up to 500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted.
At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall.
- Those using the fly spell, see help fly for the deviation in this.
For those flying naturally, or with some form of wings:
If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude.
If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 15 Fly check to avoid plummeting to the ground, taking the appropriate falling damage.