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                        Returning 35 results for 'condition wind rain'.
                    
                
                        
                            
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                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     stage by one, up or down. When changing the wind, you can change its direction.
Precipitation
Stage
Condition
1
Clear
2
Light clouds
3
Overcast or ground fog
4
Rain
                                                
                                            
                                                
                                                    , hail, or snow
5
Torrential rain, driving hail, or blizzard
Temperature
Stage
Condition
1
Heat wave
2
Hot
3
Warm
4
Cool
5
Cold
6
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     Bludgeoning damage.
Turns 5â10. Gusts and freezing rain assail the area under the cloud. Each creature there takes 1d6 Cold damage. Until the spell ends, the area is Difficult Terrain and Heavily Obscured, ranged attacks with weapons are impossible there, and strong wind blows through the area.
                                                
                                            
                                                
                                                     saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.
At the start of each of your later turns, the storm produces different effects, as detailed below.
Turn 2
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Invisible condition.Multiattack. The stalker makes three Wind Swipe attacks. It can replace one attack with a use of Vortex.
Wind Swipe. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to
                                                
                                            
                                                
                                                     hit", "rollAction":"Wind Swipe"}, reach 5 ft. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Wind Swipe", "rollDamageType":"Force"} Force damage.
Vortex. Constitution
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     (such as the one created by Gust of Wind) disperses it.
Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature canât take an action or a Bonus Action.
                                                
                                            
                                                
                                                    You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    , Stinking Cloud.
21â25
Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened
                                                
                                            
                                                
                                                    .
26â30
You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin.
31â35
Nothing happens at the chosen point of origin. Instead, you take
                                                
                                            
                                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute
                                                
                                            
                                                
                                                     attacks canât pass through this layer, which is destroyed by a strong wind (such as the one created by Gust of Wind).
3
Yellow. Failed Save: 12d6 Lightning damage. Successful Save: Half as
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     has the Prone condition.
Create Whirlwind. The djinni conjures a whirlwind at a point it can see within 120 feet. The whirlwind fills a 20-foot-radius, 60-foot-high Cylinder centered on that point. The
                                                
                                            
                                                
                                                    ). Failure: While in the whirlwind, the target has the Restrained condition and moves with the whirlwind. At the start of each of its turns, the Restrained target takes 21 (6d6);{"diceNotation":"6d6
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
                                                
                                            
                                                
                                                     7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud.
51â55
You have the Stunned condition until the end of your next turn, believing something awesome
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn
                                                
                                            
                                                
                                                     (Air);Air
Chain Lightning (3 charges), Feather Fall (0 charges), Gust of Wind (2 charges), Wind Wall (1 charge)
Ring of Elemental Command (Earth);Earth
Earthquake (5 charges), Stone Shape (2
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its
                                                
                                            
                                                
                                                     disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.
Quaalâs Feather Tokens
1d100
Token
Rarity
01-20
Quaal's
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     attacks, or it uses Wind Javelin twice.
Lightning Sword. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Lightning Sword"} to hit, reach 15 ft., one target. Hit
                                                
                                            
                                                
                                                    : 40 (9d6 + 9);{"diceNotation":"9d6+9", "rollType":"damage", "rollAction":"Lightning Sword", "rollDamageType":"lightning"} lightning damage.
Wind Javelin. The giant coalesces wind into a javelin-like
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     on a DC 25 Strength saving throw or have the prone condition.
Vortex (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Vortex"}. The cradle conjures a vortex of wind at a
                                                
                                            
                                                
                                                     Monster. The cradle deals double damage to objects and structures.Multiattack. The cradle makes three Slam or Wind Javelin attacks in any combination.
Slam. Melee Weapon Attack: +17;{"diceNotation":"1d20
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     DC 19 Dexterity saving throw or take the same damage and be knocked prone.Terrifying storms manifest in the bodies of elder tempests. Beings carved from clouds, wind, rain, and lightning, elder
                                                
                                            
                                                
                                                     tempest is always at the center of a storm 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Living Storm"} miles in diameter. Heavy precipitation in the form of either rain or snow
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     structures.Multiattack. The scion makes one attack using Cloud Morningstar or Wind Javelin, as well as two Slam attacks.
Cloud Morningstar. Melee Weapon Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit
                                                
                                            
                                                
                                                    "} force damage plus 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Cloud Morningstar", "rollDamageType":"thunder"} thunder damage.
Wind Javelin. Ranged Weapon Attack: +18
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     realm to stone giant;stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and thatâs how they regard itâas a dream. Nothing
                                                
                                            
                                                
                                                     adhered to the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it.The surface of the world is an alien
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     Strength saving throw or have the prone condition.
Slam. Melee Weapon Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10
                                                
                                            
                                                
                                                     cloud up to 30 feet and cause one of the following effects in a 30-foot-radius, 120-foot-high cylinder directly below it; the scion canât choose the same effect two rounds in a row:
Acid Rain
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    ":"Death Burst", "rollDamageType":"bludgeoning"} bludgeoning damage and has the prone condition. On a successful save, a creature takes half as much damage only.Multiattack. The mist hulk makes two Slam
                                                
                                            
                                                
                                                     failed save, a creature takes 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Hideous Wailing", "rollDamageType":"psychic"} psychic damage and has the incapacitated condition for 1
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                    ":"damage", "rollAction":"Lightning Antlers", "rollDamageType":"lightning"} lightning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or have the stunned condition
                                                
                                            
                                                
                                                     immediately make a DC 16 Strength saving throw as beanstalks coil around it in its space. On a failed save, the creature has the grappled condition (escape DC 16) and has the restrained condition as long
                                                
                                            
                                        
                                                     Magic Items
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    This thick, fur-lined cloak has the frost rune stitched on the hem in silvery blue thread. Frigid wind swirls around the cloak, regardless of the weather.
While wearing this cloak, you have
                                                
                                            
                                                
                                                     resistance to cold damage. Additionally, when you move within 5 feet of a creature, you can cause the cloakâs cold wind to buffet the creature. The creature must succeed on a DC 14 Dexterity saving
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     explodes in a burst of dust that fills a 10-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 14 Constitution saving throw or have the blinded condition for 1 minute. An
                                                
                                            
                                                
                                                     the blinded condition until the end of its next turn. On a successful save, the creature takes half as much damage only.Dust hulks are descended from enclaves of stone giants who lived in extreme
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Fey Ancestry. The elf has advantage on saving throws it makes to avoid or end the charmed condition on itself, and magic canât put it to sleep.
Unusual Nature. The elf doesn
                                                
                                            
                                                
                                                    ât require sleep.Multiattack. The elf makes two Morningstar attacks. It can use Rain of Radiance in place of one of these attacks.
Morningstar. Melee Weapon Attack: +3;{"diceNotation
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     target to 0 hit points, the target drops to 1 hit point instead and has the petrified condition, turning into a frozen statue.
If the statue takes bludgeoning damage, it shatters, killing the frozen
                                                
                                            
                                                
                                                     frozen statues with a touch or blast enemies with frigid wind. Achieving vengeance is not always enough to grant these creatures rest; often, their hatred and loathing of the living is sufficient to
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     condition (escape DC 17). The vine vanishes when the target is no longer grappled, or when the Gardener wills it to (no action required). A creature reduced to 0 hit points by the vine has the
                                                
                                            
                                                
                                                     unconscious condition but is stable instead of dying.
Breath of Tranquility (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Breath of Tranquility"}. The Gardener exhales soporific
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     path of destruction. Massive hailstones and lightning infused with necrotic energy rain from tempest spirits on those that get too close to them.Lightning, ThunderCold, Necrotic, Poison; Bludgeoning
                                                
                                            
                                                
                                                    ", "rollDamageType":"cold"} cold damage and has the prone condition. On a successful save, a creature takes half as much damage only.
                                                
                                            
                                        
                                                     Magic Items
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take 1d4 bludgeoning damage, as the wind and debris
                                                
                                            
                                                
                                                     batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the
                                                
                                            
                                        
                                                     Magic Items
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     Guide for details on randomly determined properties.
Command the Deep. The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea
                                                
                                            
                                                
                                                     within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see âWeather at Seaâ in chapter 5 of the Dungeon Masterâs Guide) or calming a storm. In either
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     spectral cloud emits intensely cold wind in a 60-foot line that is 10 feet wide. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 38 (7d10
                                                
                                            
                                                
                                                    );{"diceNotation":"7d10", "rollType":"damage", "rollAction":"Chilling Winds", "rollDamageType":"cold"} cold damage and has the incapacitated condition for 1 minute. The affected creature can repeat the
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    , it has the grappled condition (escape DC 20), and Zargon can pull the creature up to 20 feet straight toward itself. Zargon has six tentacles, each of which can grapple one creature. Zargon can move
                                                
                                            
                                                
                                                     save, the creature takes 38 (7d10);{"diceNotation":"7d10", "rollType":"damage", "rollAction":"Slime Wave", "rollDamageType":"acid"} acid damage and has the poisoned condition for 1 minute. On a
                                                
                                            
                                        
                                                    Control Weather
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction.
Precipitation
Stage
                                                
                                            
                                                
                                                    
Condition
1
Clear
2
Light clouds
3
Overcast or ground fog
4
Rain, hail, or snow
5
Torrential rain, driving hail, or blizzard
Temperature
Stage
Condition
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     condition (escape DC 18) instead. Strahd can grapple only one creature at a time.
Blighted Fire (Recharge 5â6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Blighted Fire"}. Strahd
                                                
                                            
                                                
                                                     succeed on a DC 17 Wisdom saving throw or have the charmed condition. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isnât under Strahdâs
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    . On a failed save, a creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Create Vortex", "rollDamageType":"force"} force damage and has the restrained condition. On a
                                                
                                            
                                                
                                                    ), Tongues, Wind Walk (as an action)
1/day each: Gaseous Form, Major Image, Teleport, WishNafas can take up to three reactions per round but only one per turn.
Blowback. Immediately after a creature
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     damage and has the prone condition. On a successful save, a creature takes half as much damage only. The thunderclap is audible within 300 feet of the cloudâs center point.
The cloudâs
                                                
                                            
                                                
                                                     area is heavily obscured. The cloud lingers until the start of the giantâs next turn or until a strong wind disperses it.Negate Spell (Requires Cloud Rune). When the giant sees a creature within 60
                                                
                                            
                                        
                                                     Monsters
                                                    Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                    ":"damage", "rollAction":"Death Knell", "rollDamageType":"psychic"} psychic damage and have the frightened condition until the start of Skallâs next turn.
Fog of Death (1/Day). Skall exudes a killing
                                                
                                            
                                                
                                                     be dispersed by wind. It does not move with him.
Each creature that enters the fog for the first time on a turn or starts its turn there must make a DC 19 Constitution saving throw, taking 28 (8d6
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     feet of it. The target must succeed on a DC 19 Constitution saving throw or fall unconscious until the poisoned condition ends on it.
Sap Life (Costs 2 Actions). The lich targets one creature it can
                                                
                                            
                                                
                                                     strong wind.
The lich commands the might of its diseased grove, creating a shambling mound. The shambling mound appears in an unoccupied space within 30 feet of the lich, acts on its own initiative
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     long rest. The targetâs hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit
                                                
                                            
                                                
                                                    
The region containing Geryonâs lair is warped by his magic, creating one or more of the following effects:
Chilling Wind. Freezing strong winds howl around the area within 1 mile of the lair
                                                
                                            
                                        






