Blast out a column of air. When you use this technique, you blast out a 5ft width stream of air from your palm, fist or foot in a direction of your choosing. If there is any creature in that direction they must make a Wisdom Saving Throw (if they’re an airbender) or an Elemental Affinity Saving Throw (if they aren’t). On a fail, they take 2d8 bludgeoning damage and are pushed back 20ft from their position in the direction the stream is traveling. On a success the damage is halved and they aren't pushed back. If anything that is blasted away hits a structure or wall, it takes 1d8 bludgeoning damage for every 10ft they traveled. If you concentrate on this technique, any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches and flames that are in its effect area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. At Trained level, the damage increases by 2d8. At Mastered level, if they fail the saving throw they are also knocked prone.
Level
Cantrip
Casting Time
1 Action
Range/Area
120 ft.
Components
S
Duration
Concentration
1 Hour
School
Evocation
Attack/Save
None
Damage/Effect
Comments