The user feels free when using this power.
When Divine Power: Call of the Winds is activated it will:
- Allow the user to make gusts up to 100mph in any direction for as long as they can manage. (The gust can start anywhere within 60ft of the user)
- Allow only the user of this feat to remove their own wind resistance.
This feat can be used in any way as a bonus action.
The user of this feat will grow more and more tired the longer this feat is active. The user must roll con saves after the 3rd activation/direction change and beat a 12, otherwise become incapacitated.
If the user can not become incapacitated then on a failed con save they will simply lose the feat until a long/short rest is finished. (Caffeinated beverages remove the need for a con save for as long as the DM declares)
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