Fly 5e Guide – D&D Flight Mechanics and Methods

The Fly spell in D&D 5e allows a sorcerer, wizard, or another spellcaster to levitate and fly through the air for up to 10 minutes. It grants a flying speed of 60 feet, a bonus to Armor Class and Dexterity saving throws, and enables easy navigation around obstacles.

The spell is useful for exploration, combat, and traveling quickly, but has limitations such as maintaining concentration and staying within range. Overall, it is a valuable tool for adventurers seeking an advantage.

Mechanics of the Fly 5e Spell

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  • The Fly spell is a 3rd-level transmutation spell in D&D 5e.
  • It has a casting time of 1 action and a range of touches.
  • Spell targets a creature, giving them the ability to fly at a speed of 60 feet for the duration of the spell.
  • The duration of the spell is 10 minutes and requires concentration to maintain.
  • Target can also hover in place while flying and can carry one willing creature of their size or smaller while flying.
  • The spell ends early if the target becomes encumbered or if they don’t have enough space to fly.
  • Creatures that are unwilling or unable to fly, such as those in heavy armor or underwater, cannot benefit from this spell

Effects of the Fly Spell

The Fly spell grants the ability to fly to the target, which can be incredibly useful in a variety of situations, such as crossing obstacles or escaping danger. The spell also increases the target’s movement speed, as they can move through the air unimpeded by terrain.

This can allow the target to move quickly over obstacles that would slow them down on the ground.

Limitations of the Fly spell

The Fly spell has some limitations that should be taken into account. Firstly, the spell has a duration of up to 10 minutes, which means that it may not last for an entire encounter.

Additionally, the spell requires concentration to maintain, which means that the caster cannot cast other concentration spells while maintaining the Fly spell. Finally, if the caster loses concentration, the target will fall to the ground, potentially taking damage.

Classes and Races That Benefit from Fly 5e Spell

Sure, here are more detailed explanations of the classes and races that benefit from the Fly spell:

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Classes

  • Sorcerers: Sorcerers are a spellcasting class that has access to the Fly spell at level 5. They are particularly good at using this spell because of their ability to bend and twist magic to their will, allowing them to cast spells with greater flexibility and power.
  • Wizards: Wizards are another spellcasting class that have access to the Fly spell, which they can learn as early as level 5. They have a wide range of spells at their disposal, which can be useful for supporting allies or attacking enemies while flying.
  • Druids: Druids are a versatile class that can transform into various animals, some of which can fly, such as birds and insects. They can also learn the Fly spell at level 5.
  • Warlocks: Warlocks can learn the Fly spell through their Pact of the Tome feature, which allows them to add any spell from any class’s spell list to their own. This can make them very versatile when it comes to flying and other types of magic.

Races

  • Aarakocra: Aarakocra are a bird-like race that can naturally fly at a speed of 50 feet per round. This makes them particularly well-suited for aerial combat or scouting, and can give them an advantage in many situations.
  • Dragonborn: Dragonborn have a natural affinity for flight, which is reflected in their draconic ancestry. Some Dragonborn subraces, such as the Silver Dragonborn, can even learn to fly as a racial ability.
  • Tieflings: Some Tiefling subraces, such as the Winged Tiefling, have wings that allow them to fly for short distances. While this ability may not be as powerful as the Aarakocra’s natural flight or the Fly spell, it can still be useful in certain situations.
  • Kenku: Kenku are a crow-like race that can glide for short distances, similar to the Winged Tiefling. While they may not be able to fly as well as other races, their ability to move quietly and blend in with crows and other birds can be useful in certain situations.

Other Flying Spells

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Here are brief descriptions of some other spells in Dungeons and Dragons 5th Edition that involve flying:

Mage Hand

While not technically a flying spell, the Mage Hand spell allows a character to create a spectral hand that can move objects, including flying them through the air. This can be useful for moving objects that are out of reach, or for manipulating objects without touching them directly.

Gaseous Form

This spell allows a character to transform into a gaseous cloud, granting them the ability to fly at a speed of 10 feet per round. While in this form, the character is immune to most forms of physical damage, but they cannot take any actions or cast spells.

Summon Celestial

This spell allows a character to summon a celestial creature, such as a unicorn or a pegasus, which can be used for transportation or combat purposes. Many celestial creatures have the ability to fly, making them valuable assets in aerial combat.

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Bigby’s Hand

This spell creates a giant spectral hand that can be used to manipulate objects or attack enemies. The hand can also be used to lift the caster into the air and carry them for short distances.

Polymorph

This spell allows a character to transform into a different creature, which may have the ability to fly depending on the chosen form. For example, a character who transforms into a bird would be able to fly.

Wind Walk

This spell transforms a character and up to ten other creatures into a gaseous form, granting them the ability to fly at a speed of 300 feet per round. While in this form, the characters are immune to most forms of physical damage and can travel great distances quickly.

Tasha’s Otherworldly Guise

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This spell transforms a character into a creature of the elemental planes, granting them the ability to fly if they choose the air elemental form. While in this form, the character also gains additional abilities such as resistance to lightning and thunder damage.

Telekinesis

This spell allows a character to move objects with their mind, including lifting themselves into the air and flying for short distances. While not a true flying spell, it can be useful for escaping dangerous situations or reaching otherwise inaccessible areas.

Giant Insect

This spell allows a character to transform into a giant insect, such as a fly or a bee, granting them the ability to fly. While in this form, the character also gains additional abilities, such as poison attacks or the ability to climb walls.

Investiture of Wind

This spell envelops a character in a whirlwind, granting them the ability to fly and deal damage to nearby enemies. The character also gains additional abilities such as resistance to ranged attacks and the ability to move through difficult terrain more easily.

Each of these spells offers a unique way for characters to fly and can be valuable assets in combat, exploration, and other situations.

Magic Items that Give Fly

There are several magic items in Dungeons and Dragons 5th Edition that grant characters the ability to fly. Here are brief descriptions of some of them:

Magic Item to Fly
Boots of Levitation These boots allow the wearer to levitate up to 20 feet in the air, but do not grant the ability to move horizontally.
Broom of FlyingThis enchanted broomstick allows the rider to fly at a speed of 50 feet per round, and can be used to carry one passenger.
Winged BootsThese magical boots allow the wearer to fly at a speed of 60 feet per round for up to 4 hours per day.
Cloak of the BatThis magical cloak allows the wearer to transform into a bat, granting them the ability to fly at a speed of 40 feet per round.
Potion of Gaseous FormThis magical potion transforms the drinker into a gaseous cloud, granting them the ability to fly at a speed of 10 feet per round.
Wings of FlyingThese magical wings can be attached to a character's back, granting them the ability to fly at a speed of 60 feet per round.
Figurine of Wondrous PowerSome of these magical figurines can be used to summon flying creatures, such as a hippogriff or a griffon, which can be used for transportation or combat purposes.
Potion of FlyingThis magical potion grants the drinker the ability to fly at a speed of 60 feet per round for 1 hour.
Wand of PolymorphThis magical wand can be used to transform the wielder or another creature into a different form, which may include the ability to fly.
Carpet of FlyingThis magical carpet can carry up to 4 passengers and can fly at a speed of 80 feet per round.

Combat Applications of Fly 5e Spell

The Fly spell can be incredibly useful in combat, providing the target with increased mobility and evasion. Flying characters can move over obstacles that would slow them down on the ground and can position themselves in advantageous positions, such as hovering above enemies or terrain.

This can allow them to attack from unexpected angles or avoid attacks altogether.

Combat tactics and strategies for using Fly effectively

One effective tactic for flying characters is to use aerial ambushes, swooping down from above to surprise enemies and gain an advantage in combat. Another strategy is hit-and-run tactics, where the flying character can move in quickly to attack and then retreat to a safe distance.

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Flying characters can also be used to harass enemy spellcasters, disrupting their concentration and forcing them to focus on defending themselves rather than casting spells.

It is important for flying characters to be aware of their surroundings and avoid obstacles such as trees, buildings, or other aerial hazards that may impede their movement.

Additionally, flying characters should be cautious of enemies with ranged attacks, as they may be able to hit them from afar.

Advantages and Disadvantages

AdvantagesDisadvantages
Grants the ability to fly, increasing mobility and vertical range.Limited duration and concentration requirements.
Allows characters to avoid obstacles and difficult terrain.Vulnerable to ranged attacks and counterspell spells.
Can be used creatively in non-combat situations, such as scouting and social situations.Characters with the ability to fly may draw unwanted attention or become targets.
Useful for escaping danger or pursuing enemies.Requires a spell slot or other resources to cast.

NoN-Combat Application of Fly 5e spell

The Fly spell can be utilized for more than just combat, as it has many non-combat applications that can be valuable in different circumstances.

One of the most significant non-combat applications is scouting and exploration, which allows the character to have a better perspective of their surroundings, identify potential threats, and locate hidden areas.

Additionally, Fly can be used creatively in roleplaying situations to impress NPCs, make daring stunts, or escape danger, like fleeing from enemies or avoiding traps.

Lastly, Fly can be used in social events, as it may be perceived as exotic or impressive, allowing the character to gain entry to exclusive events or impress potential allies.

Summary

The Fly spell in Dungeons & Dragons 5e allows characters to fly and gain increased movement speed but has limitations such as duration and concentration requirements.

It has combat advantages such as increased mobility and evasion and can be used creatively in non-combat situations such as scouting, social situations, and escaping danger.

Other flying spells and magic items also exist in the game. Certain races such as Aarakocra and classes such as Sorcerers and Wizards are well-suited to using Fly. There are also counters to the Fly spell such as ranged attacks and the Counterspell spell.

FAQs

How long does the Fly 5e spell last?

The Fly spell has a duration of up to 10 minutes if cast at its base level. This duration can be extended by expending higher-level spell slots.

Can you cast spells while under the effects of the Fly spell?

The Fly spell does not restrict spellcasting, so you can cast spells while flying. However, you still need to meet the requirements for spellcasting, and losing concentration on the Fly spell can result in falling and taking damage, so it’s important to consider the risks.

Can you fly indoors with the Fly 5e spell?

Flying indoors with the Fly spell is possible if there’s enough room to move around. However, it may not always be safe due to obstacles or low ceilings. Some DMs may impose limitations for realism or game balance, so it’s best to check with them beforehand.

Can the Fly spell be dispelled?

The Fly spell can be dispelled by opponents using Dispel Magic or by certain magical items or effects. If the caster loses concentration, the spell will end and the character may fall to the ground. It’s important to take precautions in combat situations where opponents may have ways to dispel or counter the Fly spell.

Can you use the Fly spell to carry other creatures or objects?

No, the Fly spell specifically targets and affects only the caster. we cannot use it to carry other creatures or objects, as it does not grant the caster the ability to lift or carry additional weight beyond their own.

Can the Fly spell be used to fly indefinitely?

No, the Fly spell has a duration and concentration requirement, which means it cannot be used to fly indefinitely. You must also have the ability to maintain concentration in order to continue flying.

Can You Cast the Fly 5e spell On Yourself?

You can cast the Fly spell on yourself. The spell’s description states that the target of the spell can be a willing creature, including oneself. Therefore, a character who is able to cast the Fly spell can use it to grant themselves the ability to fly for the duration of the spell

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