Wind Damage (5e Variant Rule)
From D&D Wiki
Wind Damage[edit]
Wind Damage is a type of elemental damage caused by magic or forces of nature, similar to how fire and water damage works. Any sort of damage done by an attack that uses air or is made of air, such as a gust of wind or a raging tornado, or done by air-themed spells, such as dust devil* or storm sphere*, is treated as wind damage.
Damage done in this way must meet one of three requirements in order to be considered wind damage:
- The creature casting the spell must be affiliated with the Air element (i.e. an Air Elemental).
- The spell must be wind-themed and deal bludgeoning or slashing damage.
- A weapon, item, or attack must be infused with the power of air (such as through the cleric's Divine Strike feature).
Wind Damage can be useful when determining the damage done on creatures affiliated with other elements, such as the Earth element, or damage done by creatures affiliated with the Air element. It can also be useful when determining the effects of wind-based natural occurrences on creatures, such as a tornado or dust storm.
Spells that Deal Wind Damage[edit]
Non-Homebrew
Homebrew
Spells that Interact with Wind Damage[edit]
Non-Homebrew
Absorb Elements* - Caster can use a reaction to cast this if they take wind damage.
chromatic orb - Caster can choose wind damage for the orb they create.
Elemental Weapon** - Caster can choose wind damage as a damage type.
Elemental Bane* - Caster can choose wind damage as a damage type.
Glyph of Warding - Caster can choose wind damage as a damage type when choosing Explosive Runes.
Protection from Energy - Caster can choose to gain resistance to wind damage.
Homebrew
Monsters that Deal Wind Damage[edit]
Non-Homebrew
Air Elemental - The Air Elemental's Whirlwind attack deals wind damage instead of bludgeoning damage on a failed save.
Djinni - The Djinni can choose to deal 1d6 additional wind damage with its Scimitar attack instead of thunder or lightning damage.
Homebrew
Feather Dragon - The Feather Dragon's Bite and Tornado Breath attacks deal wind damage.
Monsters with Immunity to Wind Damage[edit]
Non-Homebrew
Homebrew
Monsters with Resistance to Wind Damage[edit]
Non-Homebrew
Monsters with Vulnerability to Wind Damage[edit]
Non-Homebrew
Magic Items that Interact with Wind Damage[edit]
Non-Homebrew
Feather Token - The force damage done by turning the Feather Token into a whip is now wind damage.
Ring of Air Elemental Command - You gain resistance to wind damage instead of lightning damage.
Feats that Interact with Wind Damage[edit]
Non-Homebrew
Elemental Adept - Wind damage is added to the list of elements
Homebrew
Class Features that Interact with Wind Damage[edit]
Non-Homebrew
Elemental Spell (Metamagic option) - Wind is added to the list of types.
Homebrew
Aviator - The Aviator's Winged Windstorm, Mach IV, Feather Dance of the Blade, Feather Dance of the Ruthless Tempest, Wind Arrows, and Feather Dance of the Chilling Skies features all deal wind damage.
Ornithologist - The Ornithologist's Aerodynamic Weaponry feature and the Barrier special command deal wind damage.
Ranger, Variant - The Ranger's One With The Wilderness feature grants resistance to wind damage.
Air Domain (Cleric Subclass) - The Air Domain Cleric's Divine Strike deals wind damage. Their At One With The Sky feature also grants them immunity to wind damage.
Hazards that Interact with Wind Damage[edit]
Homebrew
Wild Winds - Creatures that pass through this hazard are dealt wind damage.
Spells marked with a * can be found in the Elemental Evil Player Companion.
Spells marked with a ** can be found in the 5e Player Handbook.
Back to Main Page → 5e Homebrew → Rules