Wondrous Item
Legendary Trial of the Winds
Windcaller’s Command:
As an action, you can control the wind in a 60-foot radius. You can choose one of the following effects:
Gale Force:
Create a powerful wind that pushes creatures of your choice 20 feet in a direction you specify. Creatures must succeed on a DC 18 Strength saving throw or be knocked prone.
Gentle Breeze:
Calm all winds in the area and suppress fog, smoke, and gases.
Whirlwind:
Create a 10-foot-radius whirlwind in a location you choose within 60 feet. The whirlwind lasts for 1 minute. Creatures in the area must succeed on a DC 18 Strength saving throw or be lifted 20 feet into the air and restrained. At the start of their turns, they take 2d10 bludgeoning damage.
Soaring Wind:
While holding the fan, you gain a fly speed of 60 feet.
Wind Barrier:
As a reaction to being targeted by a ranged attack, you can unfurl the fan to create a shield of swirling wind. The attack has disadvantage, and projectiles automatically miss. You can use this ability three times per long rest.
Enhanced Properties (Post-Attunement)
When attuned, the Fan of Four Winds reveals its full potential, granting its wielder mastery over the winds and air.
Cyclonic Command:
You can now create a Whirlwind with a radius of 20 feet, and it deals 4d10 bludgeoning damage.
Empowered Soaring:
Your fly speed increases to 90 feet. If you move at least 30 feet in a straight line, ranged attacks against you have disadvantage until the start of your next turn.
Breath of the Four Winds:
Once per short rest, you can unleash the combined power of the four winds. As an action, you release a burst of air in a 60-foot cone. Creatures in the area must make a DC 20 Strength saving throw. On a failed save, creatures take 8d10 bludgeoning damage and are pushed 40 feet back. On a successful save, they take half damage and are not pushed.
Special Ability: Stormlord’s Tempest
Once per long rest, you can invoke the full power of the Fan of Four Winds, summoning a tempest that encompasses a 300-foot radius centered on you for 1 minute. During this time:
- Winds howl, and all ranged weapon attacks within the area are made with disadvantage.
- Hostile creatures in the tempest must succeed on a DC 22 Strength saving throw at the start of their turns or be restrained as they are lifted into the air.
- Lightning strikes a point of your choice each round, forcing creatures within 10 feet of the strike to make a DC 22 Dexterity saving throw or take 6d10 lightning damage.
When the tempest ends, the area remains shrouded in calm winds and gentle rain for 1 hour.
The Fan of Four Winds is a delicate yet powerful artifact crafted from enchanted silk and storm-forged metals. Its frame is adorned with shimmering runes representing the four cardinal winds, and its surface depicts intricate depictions of storms, gentle breezes, and turbulent skies. When opened, the fan emits a faint hum, and the air around it shifts as though responding to the wielder's intent. Created by Genai, the god of Sky, Air, Storms, Lightning, Thunder, and Cold, the Fan of Four Winds grants dominion over the winds, allowing the wielder to harness their might for destruction, protection, and movement.