Flying in Combat
Fly speed allows 3D movement. Falling occurs when knocked prone or speed reaches 0 (unless hovering). Concentration-based flight is vulnerable to disruption.
Flying creatures (or characters with a fly speed) have significant tactical advantages and unique vulnerabilities.
Movement: A creature with a fly speed can move in three dimensions. Flying costs 1 foot of movement per foot traveled (no extra cost like climbing or swimming).
Falling: If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, it falls immediately. The creature falls up to 500 feet at the end of the turn it began falling, then continues falling on subsequent turns. Normal falling damage applies (1d6 per 10 feet, max 20d6).
Hovering: Some fly speeds include the ability to hover (listed as "hover" in the creature's speed). A hovering creature doesn't fall when its speed is reduced to 0 or when knocked prone. If a fly speed doesn't include hover, the creature must keep moving or fall.
Sources of flight:
- Aarakocra ancestry: 50-foot fly speed at level 1
- Draconic Sorcery Sorcerer: Wings at level 14
- Fly spell: 60-foot fly speed, concentration, 10 minutes
- Winged Boots (magic item): 4 hours of flight per day
- Broom of Flying, Carpet of Flying: magic items
- Wild Shape into flying beasts (Druid, level 8+ for Moon Druid)
Tactical advantages:
- Melee enemies without reach or ranged options can't hit you
- You can position freely, avoiding area effects
- You can bypass difficult terrain and obstacles
Tactical vulnerabilities:
- Losing flight while airborne causes falling damage
- Concentration-based flight (fly spell) can be broken by damage
- Being knocked prone in the air causes an immediate fall
- Enemies with ranged attacks or spells can target you normally
- Dispel magic on a flying creature can be lethal at high altitude