Select a 5-foot cube of air within range that is unoccupied. The cube is filled with a force resembling a dust devil throughout the spell’s duration.
When a creature ends its turn within 5 feet of the dust devil, it must make a Strength saving throw. If the creature fails the save, it takes 1d8 bludgeoning damage and is pushed 10 feet away. The creature takes half the damage if the save succeeds and isn’t pushed.
Dust Devil 5e
- 1 action in casting time
- for a 60-foot range
- Approximately one minute of concentration.
- Scaling: Yes
- Casters: Druid, Sorcerer, Wizard
You can move the dust devil up to 30 feet in any direction as a bonus action. In the case of sand, dust, loose dirt, or small gravel, the dust devil sucks up the fabric and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. Clouds heavily obscure its area.
At Higher Levels
The damage increases by 1d8 each time you cast this spell if you are using a spell slot of 3rd level or higher.
Basically, you should choose an unoccupied 5-foot cube of air that you will be able to see during a range. A whirlwind-like force will also appear within the cube for the duration of the spell.
Your chosen creatures must make a strength saving throw if they end their turn within 5 feet of the whirlwind. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half the maximum amount of damage, but it is not pushed.
The dust devil can easily move up to 30 feet in any direction as a bonus action. As the dust devil moves forward, it will suck up sand, dust, loose dirt, or tiny gravel and then create a 10-foot radius cloud of debris around itself until your next turn begins. The cloud will heavily obscure its area.
Dust devils move over sand, dust, loose dirt, and small gravel, sucking up the fabric and forming a 10-foot-radius cloud of debris around themselves until your next turn. Consequently, its area becomes heavily obscured.
Druids are independent priests who associate with various spirits of the land. In harmony with the spirit he worships, he nurtures and protects the geographical feature to which the spirit is tied. A druid guards nearly every feature of the land on Athas, but there is no worldwide organization of druids-they serve independently, living patient, solitary lives of guardianship.
Good combat tactics were equally important. The PCs all worked together to focus their fire on the MagBefore engaging any of the other dust devils, they all worked together on one dust devil after he was down.he others. Shikirr, the defender, noted that the dust devil might target PCs that were weak or vulnerable. I would have ended this encounter after two rounds instead of the four it ended up taking if my damage dice weren’t hotdog.