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24

No, you can't provoke opportunity attacks this way. From the Player's Basic Rules, page 74: You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or ...


12

As you've alluded to in your question, the RAW as far as they go are: 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 is being held aloft by magic, such as the fly spell (PHB 191) At the end of the fall, a creature takes 1d6 ...


8

You start falling when you go prone. The only part of the RAW that covers this is a very brief section on page 183 of the PHB, from it we can assert this: She starts falling immediately, on Bob's turn. She hits the ground immediately as well, on Bob's turn. There's not a lot to go on here, other than that, falling happens, and that there is no time so ...


8

You can probably move them through ally spaces, and probably not move them through enemy spaces. The rules are not explicit but strongly imply this. You can move through an ally's space just fine in normal circumstances, as long as you don't stop there. I see no reason why forced movement shouldn't work the same way (though forced movement, just like ...


7

From the rules: At the end o f a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall. and If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature ...


5

Yes, they can continue moving if they have any movement left. An opportunity action takes place before the target finishes its action. After the opportunity attack, the creature resumes its action. [DDI] In order to stop moving you need something like a Fighter's Combat Superiority that specifically stops them from moving farther with that action. ...


3

You can try to pull a target that's already adjacent to you. That pull will result in no movement and 'fail' in that sense, but that's different than not pulling - you don't get to choose if you'll pull or not, but pulls that don't result in any movement (say, the target is a dwarf with the related feature, or some magic item that prevents forced movement, ...


2

As other people have pointed out, per RAW, there are no set rules for actual fall speed outside of certain spells which are meant to slow your fall speed. Also, something I don't think anyone else has picked up on yet: At the end of the fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell... (PHB 183) This actually would imply that ...


1

Just to note the power doesn't actually say you MUST pull the target, it says; Hit: Constitution modifier damage, and you pull the target 1 square. Or 4 squares if you augment by 1 or 2. To answer the second part of your question. The RAW for forced movement states; Distance in Squares: The power you’re using specifies how many squares you can ...



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