Spell Description
You seize the air and compel it to create one of the following effects at a point you can see within range:
You engulf one creature in warding winds. Before the beginning of your next turn, the next ranged attack made against this creature is made with disadvantage.
One Medium or smaller creature that you choose is battered by the wind. On its next turn, the creature treats moving closer to you as moving through difficult terrain. This effect ends when the creature has moved 10 feet (regardless of direction).
You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause harm.
You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Gust
cantrip, primal (transmutation)
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Casting Time
1 bonus action
Duration
Instantaneous
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Range
60 feet (sight)
Components
V,S
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