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x3n0n
2022-04-19, 11:16 AM
"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."

I'm brainstorming ways to knock winged enemies out of the air. Bonus points if they're good against typical BBEGs (e.g., things that are Huge with Legendary Resistance).

A few warmups (since augmented with lots of suggestions from below--thanks!):

the earthbind spell: save, no size sensitivity; no falling damage, but ongoing duration without repeated saves
spells that prone directly (e.g., Tasha's hideous laughter, sapping sting, command with "grovel", tidal wave, sleet storm, control winds): usually allow a save, but are generally not size-sensitive
spells that restrain directly (e.g., web, telekinesis): bonus points for TK, which has a contest (not a save) and can hit Huge (but not larger) without penalty
spells that explicitly set speed to 0 (e.g., Rime's binding ice, hypnotic pattern)
spells that explicitly paralyze (e.g., hold person, hold monster)
Decanter of Endless Water: bonus action to activate, no resource cost, Str save, not size-sensitive
the net weapon: restrains on hit with no save, can only affect Large or smaller
low-CR beast (Wild Shape, Conjure Animals) reach/range attacks that restrain on hit with no save: Giant Spider's Web, Giant Octopus's Tentacles
the ensnaring strike spell: works with ranged attacks, save with advantage to Large or larger
the Trip Attack maneuver: works with ranged attacks, save, can only hit Large
Way of the Open Hand Monk's Open Hand Technique: requires melee hit, save, no size sensitivity
Way of the Four Elements Monk's Fist of Unbroken Air and Water Whip: save, no size sensitivity
Monk's Stunning Strike: requires melee hit, save, no size sensitivity
Rune Knight Fighter's Fire Rune: works with ranged attacks, save, no size sensitivity
... and Stone Rune: save, no size sensitivity
the Sentinel feat (and Cavalier's Hold the Line): requires (melee) opportunity attack, no save, no size sensitivity
the Eldritch Smite invocation: works with ranged attacks, no save, hits up to Huge
shove and grapple: requires melee range, contest instead of save, size-sensitive
Oath of Vengeance Paladin's Abjure Enemy Channel Divinity: save, not size-sensitive
Oath of Conquest Paladin's Aura of Conquest: requires another source of frightened condition, short range


What are some of your favorites?

Edits: adding stunned, paralyzed, petrified, Eldritch Smite, earthbind, and shove/grapple.
More edits: Paladin abilities, Rime's binding ice
More more edits: nets, beasts
Another round: Decanter of Endless Water, more spells that prone

follacchioso
2022-04-19, 11:20 AM
You can add the Eldritch Smite Invocation on a Pact of the Blade warlock. Limited by the number of spell slots, but effective as there is no save nor contested check.

tokek
2022-04-19, 11:47 AM
This sounds like a job for a Fairy Rune Knight with grapple. Its a contest rather than a save so they can't pull any Legendary Resistance against it.

Obviously any good grappler build with fly speed can do it - but Fairy has built-in Enlarge spell to scale this up to gargantuan opponents.

kazaryu
2022-04-19, 11:57 AM
"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."

I'm brainstorming ways to knock winged enemies out of the air. Bonus points if they're good against typical BBEGs (e.g., things that are Huge with Legendary Resistance).

A few warmups:

spells that prone directly (e.g., Tasha's hideous laughter, sapping sting, command with "grovel"): usually allow a save, but are generally not size-sensitive
spells that restrain directly (e.g., web, telekinesis): bonus points for TK, which has a contest (not a save) and can hit Huge (but not larger) without penalty
spells that explicitly set speed to 0 (e.g., hypnotic pattern)
the ensnaring strike spell: works with ranged attacks, save with advantage to Large or larger
the Trip Attack maneuver: works with ranged attacks, save, can only hit Large
Way of the Open Hand Monk's Open Hand Technique: requires melee hit, save, no size sensitivity
the Sentinel feat (and Cavalier's Hold the Line): requires (melee) opportunity attack, no save, no size sensitivity, but require the creature to be in melee reach
the Eldritch Smite invocation: works with ranged attacks, no save, hits up to Huge


What are some of your favorites?

how do you not have earthbind...a spell thats sole job is to knock fliers out of the air...its even a str save, not con. so its not terrible. its also only second level, so yes, legendary resistances suck, but at least its not an expensive spell to get cucked. on the plus side, it has a 300 foot range, so it can even be reliably used on an enemy thats trying to flee by flight (for example, a dragon). lastly: its on the sorcerer and wizard spell list, so it can even be heightened in order to give the target disadvantage on the save, or a chronurgist/diviner can force failure.

Phhase
2022-04-19, 12:00 PM
There's the direct route of course, of using earthbind.

Bobthewizard
2022-04-19, 12:11 PM
Here's a good summary (https://blackcitadelrpg.com/prone-5e/?utm_source=rss&utm_medium=rss&utm_campaign=prone-5e) of ways to inflict the prone condition.

I particularly like tidal wave. It's no concentration, and a variable size so you can avoid allies. Tasha's Hideous Laughter works well for this since it's a 1st level spell.

Anything that causes stunned, restrained, paralyzed, or petrified works as well. Hold spells, web, grapples, monks' stunning strike. Some of these have been mentioned.

ender241
2022-04-19, 12:37 PM
This sounds like a job for a Fairy Rune Knight with grapple. Its a contest rather than a save so they can't pull any Legendary Resistance against it.

Obviously any good grappler build with fly speed can do it - but Fairy has built-in Enlarge spell to scale this up to gargantuan opponents.

Rune Knight can also ground an enemy with the Fire Rune (via restrain) or Stone Rune (via incapicatated / 0 speed) even if the Rune Knight can't fly. But to your point, could be overcome with legendary resistance.

x3n0n
2022-04-19, 12:41 PM
Several more good ideas here, thanks!

Regarding earthbind, I had intentionally left it off the list at first because I was thinking of things that had the bonus of causing falling damage (and failed to mention that). However, even though earthbind doesn't do that, it's probably worth mention for having an ongoing duration without repeated saves.

I feel pretty silly for having missed stunned, paralyzed, and petrified, as well as shove and grapple.

Nefariis
2022-04-19, 02:10 PM
The funniest way I've taken something out of the sky was by using Abjure Enemy (Vengence Paladin) on a Roc - witnessing a gargantuan creature dive bomb for one of us, presenting a holy symbol when it got within range, and then watching it just explode into the ground, was hilarious and definitely not how the DM thought that that fight was going to start (and nearly finish).

Abjure Enemy. - As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature's speed is 0, and it can't benefit from any bonus to its speed.

x3n0n
2022-04-19, 02:13 PM
The funniest way I've taken something out of the sky was by using Abjure Enemy (Vengence Paladin) on a Roc

Oh, I was thinking about this very case and then forgot to write it down!
See also Oath of Conquest's Aura of Conquest.

strangebloke
2022-04-19, 02:27 PM
Most fun? Trip effects like you already mentioned. My BM has the magic stone cantrip, and nothing feels more nasty as a martial than chucking a pebble and knocking a dragon out of the sky.

Most effective? Rime's Binding Ice. This spell from Fizban's sorta flew (heh) under the radar, but it deals damage comparable to the best damage spells in its level (shatter) while also setting all speeds of failed targets to zero until they use an action to free themselves. And, oh yeah, ALSO A 30 FOOT CONE! For no reason! This is a second level spell!

x3n0n
2022-04-26, 02:25 PM
Reading the newest "Fun and Effective" build (https://forums.giantitp.com/showsinglepost.php?p=25440151&postcount=1424), I was reminded of another source of the "restrained" condition: nets!

That is, a net restrains a Large-or-smaller creature on a hit, with no save (and will make a non-hover flying creature crash).

The build in question mitigates the worst issues with nets:

disadvantage: Sharpshooter removes disadvantage for long range (up to 15'), and Crossbow Expert removes disadvantage when adjacent.
action economy: the Quick Toss maneuver lets you use a bonus action, rather than "soaking up" your whole Attack action


It even has access to the Archery Fighting Style.

A different thread also reminded me of a couple of low-CR beasts (accessible via Wild Shape or Conjure Animals) that restrain or grapple things with reach or ranged attacks:

Giant Spider (CR 1): Web (recharge 5-6), range 30/60, +5 to hit, auto-restrains on a hit
Giant Octopus (CR 1, swimming): Tentacles, reach 15, +5 to hit, grapple/restrains on a hit

Lunali
2022-04-26, 07:05 PM
Sort of already covered under spells that explicitly prone, but I've really pissed off a red dragon by knocking them into a river with a decanter of endless water.

Corran
2022-04-26, 07:21 PM
The funniest way I've taken something out of the sky was by using Abjure Enemy (Vengence Paladin) on a Roc - witnessing a gargantuan creature dive bomb for one of us, presenting a holy symbol when it got within range, and then watching it just explode into the ground, was hilarious and definitely not how the DM thought that that fight was going to start (and nearly finish).
Awesome.


Oh, I was thinking about this very case and then forgot to write it down!
See also Oath of Conquest's Aura of Conquest.
Unless the rules are clear and I dont get them, this probably requires a DM ruling. Under one DM you might be harmlessly escorting fliers to the ground, under another DM you might be making them crush. In either case you have to accompagny them to the ground so they stay within your aura right till they land/crash, and even just landing them can be useful, though crushing them is definitely better if (your DM thinks that) the rules support it.

Kane0
2022-04-26, 07:28 PM
I'm a fan of Earthbind. It's one of those spells that has one job and does it adequately (thanks Xanathar's), but there's something really gratifying about pulling it off.

sambojin
2022-04-26, 09:04 PM
Sleet Storm isn't bad. It's big, so can catch quite a few smaller enemies for one cast, it heavily obscures so removes vision, and prones off a Dex save. Does concentration saves as well as an aside, but uses your own concentration as well. Kinda like a super anti-air Fog Cloud.

But really, Tidal Wave is where it's at for Druids. It's still a save, but it's one of the few instant damage spells you have, so the fact it air prones as well is great.

ImproperJustice
2022-04-26, 11:08 PM
Don’t forget Control Winds!

It kinda stinks at its main job, but it exists for this purpose, kind of.

x3n0n
2022-04-27, 01:19 PM
Sort of already covered under spells that explicitly prone, but I've really pissed off a red dragon by knocking them into a river with a decanter of endless water.

Nice one! I wasn't that familiar. The relevant text (no charges spent): "As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone."

Pros: no resource cost, decent range, good action economy, no size sensitivity; only real con: save and not a great DC.

Added above, along with some more spells.