Plane of Air

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Optional Rule: The Labyrinth of Winds
While parts of the Plane of Air are becalmed, most of the plain is domminated by a network of intertwining air currents known as the Labyrinth of Winds. Some of these are light breezes. Others powerful winds with the force of hurricanes. Further, some carry aspects of other elements with them, possibly hinting as to their origins. When a character comes upon a new current, choose or roll for the wind’s strength.
1d12 Wind Strength
1-2 Light Breeze. No significant effect.
3-4 Strong Wind. The wind imposes disadvantage on Wisdom (Perception) checks that rely on hearing as well as on ranged weapon attacks. The wind extinguishes all open flames and disperses fog and other clouds. A flying creature in the wind must land at the end of its turn or fall. There is a 50% chance that this wind contains dust that imposes disadvantage on Wisdom (Perception) checks that rely on sight as well.
5 Gust. As strong wind, and as noted here. Moving against the wind costs 2 feet of speed per foot moved. Each turn,a creature in the wind must succeed on a DC 15 Strength saving throw or be blown 1d20 feet along the wind’s path and fall prone. On a successful saving throw, the creature takes only half damage, is not blown away, and is not knocked prone.
If the creature is blown into another object or creature, it takes 3(1d6) damage for each 10 feet it was blown; if it was blown into a creature, that creature must make a DC 15 Dexterity save or take similar damage, or half damage on a successful saving throw. Unattended objects are also blown about to similar effect.
6 Gale. As gusting wind, but the Strength save DC is 20, the wind blows creatures 3d12 feet and anyone who fails the Strength saving throw also takes 9 (2d8) bludgeoning damage.
7-8 Mistral. The wind a chill from the plane of ice. Roll again on this table using 1d6. In addition to its normal effects, staying in this wind stream imposes the negative effects of extreme cold (see DMG, p.110). Instead of dust, the wind would carry flurries of snow that obscure its space.
9-10 Sirocco. The wind carries heat from the plane of ash. Roll again on this table using 1d6. Staying in this wind stream imposes all of the negative effects of extreme heat (see DMG, p. 110). Instead of dust, the wind would carry a cloud of choking ash that obscures its space.
11-12 Storm Wind. Roll again on this table using 1d8. Staying in this wind stream imposes all of the effects of heavy precipitation (see DMG, p. 110). Each minute, there is a 10% chance that the characters are struck by lightning; each character must succeed on a DC 15 Dexterity saving throw or take 22(4d10) lightning damage, or half as much on a successful saving throw.

Plane of Air

Out With the Old MattWalker