5e SRD >Spells >

Huff and Puff

3rd-level evocation

Casting Time: 1 action

Range: self (60-foot cone)

Components: V, S, M (wolf pelt)

Duration: Instantaneous

Classes: druid, ranger

You take a deep breath and then exhale with all your might.

A line of strong wind in a 60-foot cone blasts from you in a direction you choose. Each creature in the cone must succeed on a Strength saving throw or be pushed 15 feet away from you and takes 18 (4d8) bludgeoning damage, or half as much damage on a successful save and isn’t pushed. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. Nonmagical objects that aren’t worn or carried and structures also take the damage. The puff disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

Note The material component for this spell includes a wolf’s pelt. The wolf’s pelt can be actually worn by the caster, but it must be taken from a canine (defined above) equal in Hit Dice to the caster’s level. Being a lycan in lupocephalus form also counts as “wearing” a wolf’s pelt.

Section 15: Copyright Notice
5E RPG: Gothic Adventures. Copyright 2021, Mal and Tal Enterprises, LLC; Author Michael Tresca.