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All types of spell-users are welcome to the Cantrip series and i’m sure this one will blow you away. May i introduce you dnd 5e gust spellThese are all usable Druid, Sorcerer WizardEveryone with access and ability to search their spell lists in the Internet can, of course. Elemental Evil Player’s Companion. In case if you’ve missed our other spells list then go to the main pageThey are available for inspection. Now let’s begin with the mechanics first here.

  • Level: Cantrip
  • Casting time1 Action
  • Range/Area: 30FT
  • Components: V,S
  • Duration:Instantaneous
  • School: Transmutation
  • Attack/Save:STR Save
  • Damage/Effect:Control

Cast time is only one action. The range is a pitiful 30ft. It is instantaneous. Both the verbal and somatic components allow you to gesture with one arm, but you must also speak the incantation. Let’s take a look at the full description.


Grab the air and force it to do one of the previously mentioned. EffectsYou could see the point within a range

  1. The Strength save throw should be made by the smaller or middle-sized creature you choose. It should be moved at least 5ft away.
  2. You actually create a small blast of air capable of moving one object which isn’t even either held or carried and also that weighs not more than 5 pounds. You can push the object about 10 feet away from you. But to cause the damage it isn’t pushed with an enough force.
  3. Air can be used to create a pleasant sensory effect, such as clothing rifling or shutters opening due to wind blowing.

They wanted to clarify some things. First, forced mobility is not a tax. Most i’ll say the directly description but it’s kind of a given and the five pounds really does limit you quite a bit in terms of what you can use it for but we’ll get into that a little bit later on here. The immediate sensation should last for about one minute.

You can also read counterspell d&d 5e

Gust 5E Spell Attributes

Casting time1 Action
Range30 feet
ComponentsV, S
ClassesDruid, Sorcerer, Wizard
Other uses

Here one of the cooler ones i was able to find was if you have a squishier or hurt enemy that’s face to face with a enemy that’s been rolling pretty well or that has a pretty decent modifier on its attack rolls. You can use gust to drive away friendly allies. You can do this by having them attempt to take advantage of chance. Friends can also choose to fail saving throws.