Email John Reyst at jreyst@gmail.com with any errors or requests! One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you. The level of the targeted spell must be equal to or less than the level of the spell slot you used. 2nd-level evocation. You choose the intensity of the wind: calm, moderate, or strong. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. Roll20 uses cookies to improve your experience on our site. Duration: Concentration, up to 1 minute.. A line of strong wind 60 feet long and 10 feet wide blasts from you … Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Large or smaller creatures in the area must attempt a Fortitude save. The creature which starts its turn within the line then it must be succeeded on a strength saving throw otherwise it’s pushed 15 feet far from you in a particular direction which has following the road. I've got a laundry list of questions about Gust of Wind. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. When a creature moves closer to you then that creature should get on the road and it must spend 2 feet of movement for each 1 foot it moves. The most obvious is Gust, pushing the enemy an aditional 5ft, which is probably your weakest option but an option nonetheless. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. Casting Time: 1 action. It causes protected flames, such as those of … Roll the percentile die when the gust first blasts through the magical flames, or … Source: Player's Handbook. Gust of Wind . Legal Information. Gust of Wind 5e: For the spell’s duration that you simply have chosen a line of the strong wind that has 60 feet long and 10 feet wide will blast. Just because an air elemental is made of air, it doesn't mean it's helpless against a gust of wind. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Range: Self (60-foot line) Components: V, S, M (a legume seed) Duration: Concentration, up to 1 minute. A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Gust of Wind 5e For the duration of the spell, a 60-foot-long, 10-foot-wide gust of wind blows from you in the direction you specify. The wind extinguishes small non-magical fires, disperses fog and mist, blows objects of light Bulk or less around, and pushes larger objects. Any creature, regardless of size, takes a –4 penalty on ranged attacks and Listen checks in the area of a gust of wind. Gust Of Wind is the core answer to problems like this: if a smartass wizard has filled the corridor between him and the party with a bunch of stacked clouds, you can potentially counter multiple 6th+ lvl spells with one 2nd lvl spell, which is very clearly … Any creature, regardless of size, takes a -4 penalty on ranged attacks and Listen checks in the area of a gust of wind. If they fail the saving throw against Gust Of Wind they have to risk taking the Booming Blade rider damage, or be isolated in the middle of your torrent. During the spell’s duration, a strong linear wind 60 feet long and 10 feet wide blows from you in the direction you specify. A gust of wind can’t move a creature beyond the limit of its range. I recently played in a session where Gust of Wind was used in a way I had not seen before, and I wanted to see if my gut instinct on whether that was actually how Gust works. A gust of wind can't move a creature beyond the limit of its range. If they fail the saving throw against Gust Of Wind they have to risk taking the Booming Blade rider damage, or be isolated in the middle of your torrent. Gusts. The creature which starts its turn within the line then it must be succeeded on a strength saving throw otherwise it’s pushed 15 feet far from you in a particular direction which has following the road. Contact Info. The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. Download and use it for your personal or non-commercial projects. 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