What is the wingspan of Wings of Flying?

So, this is a bit of a nitpicky thing to be discussing, but I wanted some input before I give the final verdict in my game.

A very rotund halfling in my campaign recently received the “Wings of Flying” – which for our visualization purposes was described as being hawk-like in shape, coloration and plumage.

Now here’s the crux. The wings will change shape to fit it’s wearer proportionally – but our halfling player expressed a strong desire to have these wings take on a tiny, almost cherub-like appearance. Do I go along with this?

I’m usually all for rolling with player ideas, but for an item that’s already this powerful, I’m a bit more hesitant to flex the rules, even if it’s seemingly “only cosmetic”. I don’t give a crap about the physics of it all – it can be explained with magic. I’m moreso concerned with what if the wings themselves were targeted by an offensive spell or similar scenarios – accidentally overpowering these wings just by having them made smaller so suddenly a bunch of new exploitable possibilities and scenarios “just makes sense”.

What are the consequences, or pros and cons, in modifying the size of the Wings of Flying? Had any previous experiences with resized items like this?

Is this Flying Monkey familiar overpowered?

I am DMing a game with my niece, whose character is a 2nd level Wizard. In our last session she acquired the find familiar spell which she copied into her spell book and then wanted to cast to summon a flying monkey. Initially I didn’t allow it since the spell description only lists fairly mundane creatures, but I’ve been thinking it over and I’d like let her have her way. It would be a fun thing to add to the game and it would also be a small reward for what I think is a cool idea.

Here are the stats for the Flying Monkey that I have worked up:

Flying Monkey

Tiny beast, unaligned

Armor Class 13
Hit Points 4 (2d4)
Speed 30 ft., climb 20 ft., fly 30 ft.

STR 8 (−1) DEX 16 (+3) CON 10 (+0)
INT 6 (−2) WIS 12 (+1) CHA 10 (+0)

Skills Stealth +5 (while not flying), Acrobatics +5, Sleight of Hand +3
Senses passive Perception 11
Challenge 0 (10 XP)

Nimble. The flying monkey has advantage on all dexterity based saving throws.


Bite. Melee weapon attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 1) piercing damage.

Does this seem to be in line with the other familiars, power-wise? Or is it overpowered?

It has a fly and climb speed, but I’ve kept them fairly low to compensate. I’ve also given it stealth and the ability to use sleight of hand to give it some additional utility and to compensate for the lack of special senses.

Does flying or hovering make creatures immune to Earth Tremor?

The earth tremor descriptions says:

You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.

My players argued that the area affected would be the ground, and thus flying or hovering creatures wouldn’t be affected by this spell. If it was meant to affect creatures over the ground, it would say 10-ft cube in its range/area description.

Does this interpretation seem right? Or there is something ‘more RAW’ we’ve missed that says otherwise?

Can an Aasimar use a Lance one-handed while flying?

Lance: You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

That’s pretty straight forward, but, by “my player’s” interpretation of the rules, the reason this is worded like this in the game mechanics is that a Lance unlike a Spear is designed to be used from horseback, would an Aasimar of the Protector variant which has a 30ft flying speed for 1 minute…

Radiant Soul: Starting at 3rd level, you can unleash the divine energy as an action. When you do so, your eyes glimmer and two luminous, ghost-like wings emerge from your back and you gain a flying speed of 30 feet. The transformation lasts for 1 min, and once on each of your turns you can deal extra radiant damage equal to your level, whenever you damage a creature with an attack or spell. You can cancel Radiant Soul with a bonus action, and cannot use it again until you take a long rest.

…Could the Aasimar’s “flying speed” substitute the “mounted” requirement for the lance to be used one-handed?

(I guess that the Aarakocra natural flying speed or a “Fly” spell cast on any non-flying creature could have a similar effect).

Are There 3D Rules for Flying and Distance?

I recently had a problem come up in a session that I wanted to see if there was more information on. On of my players recently gained the ability to fly on his flame cleric and wanted to use his warding flare on an ally while flying.

He was 30 feet up and 20 feet out, and when I calculated the distance between him and the target it should have been about 35, so I thought he was out of range.

He argued that in dnd it shouldn’t matter so long as he is not more than 30 feet out, and 30 feet higher than the target. Which means his 30 ft ability can extend to 42 feet total.

I allowed it because it wasn’t a big deal at the time, and I would just spend time looking for the rules after the session, but I haven’t found any. Are there any good clarifications on 3D situations such as these?

Quick edit for the ability effect: Warding Flare allows you to target an attacking enemy you can see that is within 30 ft of you using your reaction, and give them disadvantage on an attack. It can be used a number of times equal to your wisdom mod.

Would Vicissitude alone be enough to produce flying animal ghouls?

I’m running a Dark Ages campaign and one of the players is a young Tzimisce vampire, left in service of Gutka in Poland. While there, he decided to invent winged hussars several hundred years early, but instead of winging the hussar, he’d prefer to use Vicissitude III to shape horses into wing-bearing, flight-capable death cavalry machines, ghouled to their rider. Extra armour in bone included.

To me, this seems incredibly cool, yet I cannot see whether such proficiency in Vicissitude actually allows such a feat.

Would a flying character fall prone after dashing if they had lost a leg

Suppose I’m playing a character that has a flying speed (such as a Varient (Winged) Tiefling or an Aarakocra) and get critically hit. The DM rolls on the Lingering Injuries table and after rolling a 3 tells me I lose a leg. The table says (emphasis mine)

Lose a Foot or Leg. Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. Magic such as the regenerate spell can restore the lost appendage.

If I’m using my flying movement I know from reading this that my speed isn’t reduced (I’m not walking with my feet, I’m flying with my wings) but reading this seems to imply that if I dash while flying I still fall prone (and arguably am in worse trouble than if I were trying to run on foot). Is that the case or am I missing something here?

Can a PC activate a Broom of Flying and remain in flight indefinitely?

The Broom of Flying description includes

[…]you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. […] The broom stops hovering when you land.

Assuming you have activated it, until or unless you land, could you remain in flight indefinitely?

How do I prevent players from flying too low in an infinite sky?

Let’s say I have a game that allows the player completely free, open world flight, and the world itself is a bunch of floating islands. This creates some problems with flying too low, such as reaching the fake cloud “floor”, being stuck without being able to get back up, and so on. How can I prevent this without introducing some jarring invisible “floor” that repels the player if he slams into it?

I thought about having some sort of in-universe wind near the “bottom” that might decelerate the player and then push him/her back up, but I’d like to hear some more ideas that might be less artificial.

“Banning” flying in the first few character levels

I’m sorry if this has been asked on here before but I don’t want my Aarakokra to be able to fly right from the start and I had come up with a way to have her wings be damaged in a way that it doesn’t seem like bs. Though I was wondering. I wanted to have something be pierced through one of her wings leaving her unable to fly but from what I’ve read anything can be healed with magic even if she’d loose the entire wing. What I had planned was that she would no longer be able to use one of her wings and later on in the story she would get a mechanical one to replace it.

Is there a way to do this withing the ruling of D&D?