Choose an unoccupied 5-foot cube of air that you just can see within range. An elemental force that resembles a dust devil appears within the cube and lasts for the spell’s duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.
Dust Devil 5e
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S, M
- Duration: Concentration, up to 1 minute
- Scales: Yes
- Casters: Druid, Sorcerer, Wizard
As a bonus action, you’ll move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the fabric and forms a 10-foot-radius cloud of debris around itself that lasts until the beginning of your next turn. The cloud heavily obscures its area.
At Higher Levels
Once you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every slot level above 2nd.
Basically, an unoccupied 5-foot cube of air which you’ll see with during a range should be chosen. Also, an elemental force that resembles a whirlwind will appear within the cube, and also it lasts for the spell’s duration.
Any of the creatures which you chose ends its turn within 5 feet of the whirlwind and it should make a strength saving throw. The creature will take 1d8 bludgeoning damage and also it pushed 10 feet away respectively on a failed save. The creature will take half the maximum amount of damage on a successful save but it’s not pushed.
In any direction, you’ll easily move the dust devil up to 30 feet as a bonus action. Suppose, the dust devil will move forward over the sand, dust, loose dirt, or the tiny gravel then it’ll suck up the material and also form the 10-foot radius cloud of debris around itself which lasts until your next turn starts. Its area is going to be heavily obscured by the cloud.
If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the fabric and forms a 10-foot-radius cloud of debris around itself that lasts until the beginning of your next turn. The cloud heavily obscures its area.
Druids are independent priests who ally themselves with various spirits of the land. He shares power with the spirit he worships, nurturing, and protecting the geographical feature to which the spirit is tied. Virtually every feature of the land on Athas features a druid to guard it, but there’s no worldwide organization of druids—they serve independently, living patient, solitary lives of guardianship.
Smart combat tactics also made all the difference. The PCs worked together to focus fire on the Magus first. After he was down all of them worked together on one dust devil before engaging any of the others. Shikirr, the defender, marked the dust devil possibly to attack the weaker and vulnerable PCs. Had my damage dice not been hotdog, this encounter would have ended after two rounds instead of the four it ended up taking.