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Guarding Winds in Dungeons & Dragons 5e

Elementara

Guarding Winds

2-level Abjuration

Casting Time: 1 bonus action
Range/Area: Self (10-ft. radius)
Components: V, S
Duration: Concentration, up to 10 minutes
You call forth a gust of wind that surrounds you and your allies, purifying the air and protecting you from harm. Until the spell ends, cleansing winds form around you in a 10-foot radius, moving with you. Each non-hostile creature within the winds (including you) has advantage on saving throws against effects that would deal poison or fire damage, as well as on saving throws against poison and disease.   In addition, any hostile creature that enters the winds for the first time on a turn or starts its turn within the winds must make a Strength saving throw. On a failed save, the creature takes 1d6 bludgeoning damage and is pushed 10 feet away from you. On a successful save, the creature is unaffected.

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