Easy. He took the Mobile feat and would atart his turn 30+ feet in the air. On his turn he would “stop flying” and fall on an enemy. The DM tried to calculate fall damage for him but forgot Monks negate a lot of fall damage. He would then make an attack as part of the fall dealing additiol damage followed by a Flurry of Blows to any other enemies within 5 feet. Then he would use his move to fly back up 30+ feet and didn’t provoke attacks of opportunity because of the Mobile feat. Then he just swatted arrows out of the sky when it wasn’t his turn.
Easy. He took the Mobile feat and would atart his turn 30+ feet in the air. On his turn he would “stop flying” and fall on an enemy. The DM tried to calculate fall damage for him but forgot Monks negate a lot of fall damage. He would then make an attack as part of the fall dealing additiol damage followed by a Flurry of Blows to any other enemies within 5 feet. Then he would use his move to fly back up 30+ feet and didn’t provoke attacks of opportunity because of the Mobile feat. Then he just swatted arrows out of the sky when it wasn’t his turn.
Amazing, and a reminder of why I didn’t allow my first time players to pick Aarakocra lol
Yeah, flying speeds really break the game if you’re not ready for it.