I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work. Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures:
A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it.
A flying creature can attempt to grapple a creature.
If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW. The state of flying or walking is determined by the last square you have moved. To change between walking and/or flying, you must use at least 1 space of movement. Movement rules per RAW apply (PHB pg 190 "Using Different Speeds")
A successful grapple check by a flying creature can allow the flying creature to potentially carry the creature into the air, assuming that the total weight of the grappler's equipment, the target's equipment, and the target do not exceed the grappler's carry weight. While carrying a grappled target, normal grappled rules apply, meaning that the flying creature's flight speed is halved.
A grappled target can attempt to break the grapple normally. Breaking a grapple while being carried in flight is equivalent to the flying target attempting to drop the carried creature, with consequences below.
If the flying grappler attempts to drop the grappled target, the target may make a Strength(Athletics) check or Acrobatics(Dexterity) check (player's choice) vs the Strength(Athletics) check or Acrobatics(Dexterity) check (opposing player's choice) of the flying creature in an attempt to hold on. This is done without disadvantage or advantage unless specifically ruled that way by the DM. If the attempt to hold on succeeds, the flying creature is now grappled by the carried creature. Further attempts to break this grapple are at disadvantage while the flying creature remains in the air. The carried grappler can choose to either allow the flying creature to continue at half speed or drop the flying creature's speed to zero, causing them both to fall. The flying creature cannot break the grapple once the pair have started to fall.
A falling creature takes normal falling damage.
A creature can only carry one grappled target why flying.
Objects are not subject to grappling rules, so a flying creature can hold up to one object per free hand / foot / mouth while flying, so long as the weight on any appendage is no more than 1/4 of the creature's carry weight, and the total maximum carry weight is not exceeded. The free appendage cannot be used in flight. The flying creature cannot talk or perform verbal spell components while holding an object in its mouth.
A dropped object is generally considered a ranged attack with an improvised weapon dealing 1d4 damage + falling damage (1d6 bludgeoning per 10 ft, maximum of 6d6 for the maximum range of an improvised weapon). Depending on what is dropped, the DM may alter this.
Additional rulings for advantage / disadvantage may apply, per the RAW.
A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it.
A flying creature can attempt to grapple a creature.
If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW. The state of flying or walking is determined by the last square you have moved. To change between walking and/or flying, you must use at least 1 space of movement. Movement rules per RAW apply (PHB pg 190 "Using Different Speeds")
A successful grapple check by a flying creature can allow the flying creature to potentially carry the creature into the air, assuming that the total weight of the grappler's equipment, the target's equipment, and the target do not exceed the grappler's carry weight. While carrying a grappled target, normal grappled rules apply, meaning that the flying creature's flight speed is halved.
A grappled target can attempt to break the grapple normally. Breaking a grapple while being carried in flight is equivalent to the flying target attempting to drop the carried creature, with consequences below.
If the flying grappler attempts to drop the grappled target, the target may make a Strength(Athletics) check or Acrobatics(Dexterity) check (player's choice) vs the Strength(Athletics) check or Acrobatics(Dexterity) check (opposing player's choice) of the flying creature in an attempt to hold on. This is done without disadvantage or advantage unless specifically ruled that way by the DM. If the attempt to hold on succeeds, the flying creature is now grappled by the carried creature. Further attempts to break this grapple are at disadvantage while the flying creature remains in the air. The carried grappler can choose to either allow the flying creature to continue at half speed or drop the flying creature's speed to zero, causing them both to fall. The flying creature cannot break the grapple once the pair have started to fall.
A falling creature takes normal falling damage.
A creature can only carry one grappled target why flying.
Objects are not subject to grappling rules, so a flying creature can hold up to one object per free hand / foot / mouth while flying, so long as the weight on any appendage is no more than 1/4 of the creature's carry weight, and the total maximum carry weight is not exceeded. The free appendage cannot be used in flight. The flying creature cannot talk or perform verbal spell components while holding an object in its mouth.
A dropped object is generally considered a ranged attack with an improvised weapon dealing 1d4 damage + falling damage (1d6 bludgeoning per 10 ft, maximum of 6d6 for the maximum range of an improvised weapon). Depending on what is dropped, the DM may alter this.
Additional rulings for advantage / disadvantage may apply, per the RAW.
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