Strong Winds And Hovering: D&D 5e Rules
Hey guys, let's dive into a common question that arises when you're planning epic encounters in D&D 5e: Do strong winds affect hovering creatures, potentially causing them to fall? This is a particularly relevant question if you're staging a dramatic scene, like a beholder raining havoc upon a city from high above, as was mentioned. Let's break down the rules, consider practical scenarios, and figure out how to adjudicate this situation in a way that's both fair and exciting for your players.
Understanding the Rules on Wind and Flight
First off, the Player’s Handbook and Dungeon Master’s Guide do talk about wind effects, but not exhaustively. The general guidelines for strong winds are found in the Dungeon Master's Guide (DMG), under the section on environmental effects. Here's what you need to keep in mind:
- Strong Wind: A strong wind imposes disadvantage on ranged weapon attack rolls and Wisdom (Perception) checks that rely on hearing. A strong wind also disperses fog, mists, and similar phenomena.
- Severe Wind: A severe wind (51+ mph) makes flying impossible.
Notice that the rules specifically state that severe winds make flying impossible. They don't directly state that strong winds knock flying creatures out of the sky or cause them to fall. This leaves some room for interpretation, which is where the Dungeon Master's judgment comes into play. Remember, D&D 5e is designed to be flexible, allowing DMs to tailor the rules to fit the narrative and create engaging gameplay. Applying these rules, however, involves understanding their implications and extrapolating logically.
Interpreting the Rules for Hovering Creatures
Now, let's consider hovering creatures. Hovering is a specific type of flight that allows a creature to remain stationary in the air without needing to move. Creatures that hover typically have a natural ability or magical means to do so. A beholder, for instance, uses its magical eyes to achieve flight and hovering. Given that strong winds impose disadvantage on certain checks, but don't automatically ground a flying creature, we need to think about how this applies to a hovering creature.
Here are a few points to consider:
- Strength Checks: A DM might call for a Strength check to maintain position in strong winds. The DC (Difficulty Class) of this check would depend on the strength of the wind and the size of the creature. A smaller, weaker creature would have a harder time than a large, powerful one.
- Creature Size and Strength: Larger and stronger creatures would naturally be more resistant to the effects of wind. A beholder, being a large and magically powerful creature, would likely have an easier time maintaining its position compared to, say, a pixie.
- Magical Flight: If the hovering ability is magical in nature, the DM might rule that the magic provides some resistance to the wind. The specifics would depend on the nature of the magic. Perhaps the beholder's flight is so intrinsically tied to its magical essence that it is less affected by mundane weather conditions.
Applying the Rules in Your Game
Okay, so how do you actually implement this in your game when your spellcasting beholder is trying to terrorize a city during a storm? Here's a step-by-step approach:
- Assess the Wind Conditions: Is it merely a strong wind, or is it verging on severe? Remember, severe wind makes flying impossible, while strong wind imposes disadvantage. As a DM, you decide the specifics based on the narrative.
- Consider the Creature: How large and strong is the creature? What is the nature of its flight? A beholder has a significant advantage due to its size, strength, and magical flight.
- Implement Strength Checks: If you decide the wind is strong enough to challenge the creature, call for a Strength check. Set the DC based on the wind conditions and the creature's attributes. For a beholder in strong winds, a DC of 10-15 might be appropriate. If the winds are particularly fierce, you might increase the DC.
- Narrative Consequences: On a failed check, the creature doesn't necessarily fall immediately. Instead, describe how the wind buffets the creature, making it harder to maintain its position. It might be pushed back, forced to expend extra effort, or suffer disadvantage on attack rolls or other actions. On a successful check, describe how the creature manages to hold its ground, perhaps with a display of magical power or brute strength.
Example Scenario: The Beholder in the Storm
Let's say your beholder is hovering above the city during a storm with strong winds. You, as the DM, decide the wind is strong enough to warrant a Strength check. Here's how it might play out:
- DM: "The wind howls around the beholder, buffeting its massive body. Make a Strength check, DC 12, to maintain your position."
- Player (Roleplaying the Beholder): "I glare at the storm and channel my magical energy to stabilize myself. I roll a 15 on my Strength check, plus my Strength modifier of +3, for a total of 18."
- DM: "You feel the wind trying to push you back, but with a surge of magical power, you anchor yourself in the air. Your many eyes glare defiantly at the storm, and you hold your position."
Now, let's say the beholder rolled a 7 instead:
- DM: "The wind catches you off guard, and you struggle to maintain your position. You're pushed back slightly, further away from the city. Your concentration wavers, and you have disadvantage on your next attack roll."
In this way, the wind becomes an active element in the encounter, adding tension and drama without automatically removing the beholder from the fight.
Additional Considerations
Here are a few extra things to keep in mind when adjudicating wind effects on flying and hovering creatures:
- Spells and Abilities: Some spells and abilities might provide resistance or immunity to wind effects. For example, a creature under the effect of the Gale Shield spell would be better protected from strong winds.
- Environmental Hazards: Consider combining wind with other environmental hazards, such as rain, lightning, or debris. This can create a more challenging and dynamic encounter.
- Player Agency: Be mindful of player agency. Don't arbitrarily negate a player's abilities or strategies. Instead, present challenges that require them to adapt and think creatively.
Making it Fun and Engaging
Ultimately, the goal is to make the game fun and engaging for everyone. Don't get bogged down in minutiae. Use the rules as a guideline, but don't be afraid to improvise and make rulings that enhance the story and create memorable moments. Remember, D&D is about collaborative storytelling, so work with your players to create a thrilling and believable world.
Conclusion
So, do strong winds cause a hovering creature to fall in D&D 5e? Not necessarily. The rules provide a framework, but the DM has the final say. By considering the wind conditions, the creature's attributes, and the narrative context, you can create a dynamic and exciting encounter that challenges your players and enhances the story. Remember to use Strength checks, narrative consequences, and a healthy dose of common sense to bring your world to life. Happy gaming, and may your winds always be at your back!