Opening the bag releases a blast of wind. If on a ship, it is immediately blown off course and a massive storm breaks overhead. If on land, the gust of wind uproots trees, picks up objects, and hurls them around.
The players must make a dex save at disadvantage. The DC is 20. On a critical failure the player is flung for 1d6 miles and takes 10d6 force damage from the fall. On a regular failure the player is tossed around helplessly for 1d4 miles and instead takes 8d6 force damage. On a success, the player is able to grab ahold of a nearby object and stay stationary. The wind bag empties and can no longer be used again after its first use unless a player who successfully rolled their dex check specifies that they close the bag.
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