Wild Winds (5e Hazard)

Wild Winds

The wild winds, mostly found in the Elemental Plane of Air, can be extremely difficult to traverse for those that are not accustomed to constant exposure to large gusts of wind. The wild winds are difficult terrain for all creatures that do not have a flying speed. Creatures that start their turn or move within 10 feet of these mighty windstorms take 5 (1d10) wind damage and must make a DC 13 Strength saving throw (or a DC 13 Dexterity saving throw, if the creature is a creature capable of flight) or become incapacitated until the start of its next turn. Winged creatures, or creatures that are capable of flight, can use 10 feet of flying movement speed to fly inside of a wild wind and be flung 30 feet in a straight line in any forward direction, taking 1d6 bludgeoning damage if they hit a wall, which stops their movement.


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gollark: The gifts thing sounds bad - just to be able to interact with an industry, you need to give companies free stuff and just hope they'll randomly give you stuff if you ask for it?
gollark: Also non-self-sufficient stuff.
gollark: But it doesn't scale to bigger stuff, and we need it to scale to bigger stuff.
gollark: Well, sure, which works fine if people are mostly self-sufficient and all know each other personally and can draw upon social stuff.
gollark: The friends thing would have the additional disadvantage of locking new players out of the economy.
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