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    Quick Answer

    Gust of Wind is a 2nd-level evocation spell for Druids, Sorcerers, and Wizards (Rangers too in 2024). A line of wind 60 feet long and 10 feet wide blasts from you for up to 1 minute (concentration). A creature that starts its turn in the line makes a Strength save or is pushed 15 feet away from you, and moving toward you inside the line costs double movement. It also blows away gas and fog and puts out small flames.

    Overview

    Gust of Wind does no damage. It controls where creatures stand. You aim a 10-foot-wide corridor of wind, and everything in it has a hard time getting closer to you.

    Two effects stack. Each creature that starts its turn in the line saves or gets shoved 15 feet down the line. Then any movement toward you inside the line costs 2 feet for every 1 foot. A creature that fails its save and then walks back toward you can easily end its turn no closer than it started.

    The other job is clearing air. The wind disperses gas and vapor, and Cloudkill ends when strong wind disperses it. It also snuffs candles and torches and has a 50% chance to put out lanterns.

    The weaknesses are real. There is no damage, a creature can step sideways out of a 10-foot line, and strong creatures pass the Strength save often. It shines in corridors, on ledges, and on bridges, where stepping aside isn't an option.

    Stat Block

    PropertyValue
    Level2
    SchoolEvocation
    Casting Time1 action
    RangeSelf (60-foot line)
    ComponentsV, S, M
    MaterialA legume seed
    DurationUp to 1 minute
    ConcentrationYes
    RitualNo
    Save/AttackSTR
    ClassesDruid, Sorcerer, Wizard

    When NOT to Use This

    • •You're in an open field. Enemies walk sideways out of the line.
    • •The enemies are strong. A hill giant with +5 Strength passes a DC 14 save 60% of the time.
    • •The enemies use ranged attacks. Pushing an archer back doesn't stop it shooting.
    • •Your allies are in the line. The wind pushes every creature in it, friend or foe.
    • •You need your concentration for something else.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencySituational. Excellent at a chokepoint or a cliff edge, weak in open ground.
    Action EconomyOne action, then a bonus action whenever you want to re-aim it.
    Opportunity CostConcentration for a spell that deals no damage.

    When worth the slot: Narrow corridors, bridges, ledges, and any fight where a poisonous cloud needs to go away.

    When NOT worth the slot: Open battlefields and enemies with strong Strength saves.

    Upcasting

    Gust of Wind has no higher-level effect in either edition. A higher slot gives you nothing extra.

    Pro Tips

    Tip #1: Cast it down a corridor.

    Why it works: A 10-foot-wide line fills a 10-foot corridor. Enemies can't step out of it, so they have to fight the wind the whole way.

    This avoids the mistake of: Casting it in a cavern where enemies walk around it.

    Tip #2: Aim it off a ledge.

    Why it works: The push goes "away from you in a direction following the line." Aim the line across a cliff edge or bridge and a failed save sends the creature over. Falling deals 1d6 bludgeoning damage per 10 feet, up to 20d6, and the creature lands prone unless it takes no damage.

    This avoids the mistake of: Pushing enemies 15 feet across flat ground for no damage.

    Tip #3: Re-aim it with a bonus action.

    Why it works: On each of your turns you can change the line's direction as a bonus action. If enemies come at you from two sides, turn the wind toward whichever group is closer.

    This avoids the mistake of: Leaving the line pointed at a group that already walked out of it.

    Tip #4: Use it to clear clouds, not only to push.

    Why it works: "The gust disperses gas or vapor." The cloud spells agree. In 2014, Cloudkill ends when "strong wind disperses the fog," Fog Cloud ends when a wind of at least 10 mph disperses it, and Stinking Cloud disperses after 1 round of strong wind (at least 20 mph). The 2024 texts of all three name Gust of Wind as a wind that disperses them.

    This avoids the mistake of: Fighting blind inside an enemy's fog.

    Common Mistakes to Avoid

    Pushing creatures on the turn you cast it (2014)

    Why it's bad: In 2014, the save happens when a creature "starts its turn in the line." Nobody is pushed at the moment you cast it.

    Do this instead: Cast it before enemies act. Their own turns trigger the save. The 2024 version adds a save on casting.

    Forgetting your allies are in the line

    Why it's bad: The wind affects "each creature." Your fighter standing between you and the enemy also saves or gets pushed toward them.

    Do this instead: Aim the line where your allies aren't, or warn them to step out.

    Thinking it slows sideways movement

    Why it's bad: The double cost applies only "when moving closer to you." A creature moving sideways or away pays normal cost and can leave the line in 5 or 10 feet.

    Do this instead: Use walls, corridors, and ledges so there is nowhere sideways to go.

    Usage Tips

    • •Worked example (save odds): A 5th-level druid with 16 Wisdom has a spell save DC of 14 (8 + 3 proficiency + 3 Wisdom). An ogre has +4 Strength, so it needs a 10 and fails 45% of the time. A goblin has −1 Strength, needs a 15, and fails 70% of the time. A hill giant has +5 and fails 40% of the time. These modifiers are the same in the 2014 and 2024 stat blocks.
    • •Worked example (movement, 2014): An ogre with a 40-foot speed starts its turn 30 feet from you inside the line. It fails, gets pushed to 45 feet, then spends its 40 feet of movement to come 20 feet closer, ending at 25 feet. On a failed save it gains only 5 feet per round. A goblin with a 30-foot speed gets pushed 15 feet and can walk back only 15 feet, so a failed save means it makes no progress at all.
    • •Hit and run: Ranged party members stand behind you while the wind holds melee enemies off. Every failed save costs the enemy most of a turn.
    • •Related guides: Thunderwave for a one-time push with damage, Spike Growth for terrain damage, and Web for a different kind of chokepoint control. Browse the spell guide index.

    Rules Notes

    These are the 2014 rules. The 2024 changes are in their own section below.

    • •A line 60 feet long and 10 feet wide blasts from you in a direction you choose.
    • •A creature that starts its turn in the line makes a Strength save or is pushed 15 feet away from you along the line.
    • •Any creature in the line spends 2 feet of movement per 1 foot when moving closer to you.
    • •It disperses gas or vapor and puts out candles, torches, and similar unprotected flames. Protected flames such as lanterns have a 50% chance to go out.
    • •As a bonus action on each of your turns, you can change the line's direction.
    • •The text says the line blasts "from you" but doesn't say whether it moves when you move. That is a DM ruling, not rules text.

    Synergies

    • •Ledges and pits: The push turns terrain into damage through falling.
    • •Spike Growth: Pushing a creature through spikes may deal damage for each 5 feet. The Spike Growth text doesn't address forced movement, so this is a DM ruling, not rules text.
    • •Ranged allies: Archers and casters keep shooting while melee enemies struggle to close.

    Anti-Patterns

    • •Casting it in a wide room where enemies just step out.
    • •Pointing it at archers.
    • •Using it when your own melee fighters stand in the line.

    Tactical Modules

    • •Bridge defense: Aim it down a bridge so every failed save puts enemies closer to the edge.
    • •Gas cleanup: Disperse an enemy's poison cloud before it hits your party again.
    • •Retreat cover: Point it back down the tunnel you are escaping through so pursuers wade through double-cost movement.
    • •Light control: Snuff the guards' torches to darken a room for your party's darkvision users.

    Countermeasures

    • •Threat: Enemies step sideways out of the line. Response: Fight from a corridor or doorway. Fallback: Re-aim with your bonus action.
    • •Threat: You lose concentration. Response: Recast only if the chokepoint still matters; the spell gains nothing from a higher slot.
    • •Threat: An enemy caster uses Gust of Wind on your party. Response: Move sideways out of the line, which costs normal movement. Fallback: Attack the caster's concentration with ranged attacks.

    Gust of Wind in the 2024 Rules

    The 2024 version keeps the level, school, 60-by-10-foot line, 15-foot push, Strength save, double-cost approach, and 1-minute concentration duration. Several details changed.

    • •Classes: Rangers gain it. The list is Druid, Ranger, Sorcerer, Wizard.
    • •Save timing: Each creature in the line saves when you cast the spell. After that, a creature that ends its turn in the line makes the same save. In 2014 the save happened only when a creature started its turn in the line.
    • •What that means: In 2024 a creature can walk up, attack, and then get pushed 15 feet away at the end of its turn. In 2014 the push happened first, before it moved.
    • •Range: Listed as Self, with the Line defined in the text.
    • •Flames: The text lists "candles and similar unprotected flames." Torches are no longer named. Lanterns still have a 50% chance to go out.
    • •Re-aiming: A bonus action "on your later turns" (2014 said "on each of your turns before the spell ends"). Re-aiming doesn't trigger an immediate save in either version.
    • •Clouds: Fog Cloud, Stinking Cloud and Cloudkill now each name Gust of Wind as a wind that disperses them.

    The save odds above don't change in 2024. The ogre, hill giant, and goblin warrior keep the same Strength modifiers.

    Frequently Asked Questions

    What does Gust of Wind do in 5e?

    It creates a 60-foot-long, 10-foot-wide line of wind from you for up to 1 minute (concentration). Creatures in the line make a Strength save or get pushed 15 feet away from you, and moving toward you costs double. It also disperses gas and puts out small flames.

    How far does Gust of Wind push in 5e?

    15 feet away from you, in a direction following the line, on each failed Strength save.

    Does Gust of Wind affect allies?

    Yes. It affects each creature in the line, including your party.

    Does Gust of Wind stop arrows or ranged attacks?

    No. The spell text doesn't mention ranged attacks or projectiles, so they work normally.

    Can Gust of Wind push a creature off a cliff?

    Yes. The push follows the line, so aim it over the edge. The creature takes falling damage of 1d6 per 10 feet and lands prone unless it takes no damage.

    Does Gust of Wind get rid of Fog Cloud or Cloudkill?

    Yes. It disperses gas and vapor, and Cloudkill ends when strong wind disperses it. In 2014, Stinking Cloud's own text has strong wind disperse it after 1 round. The 2024 versions of Fog Cloud, Stinking Cloud and Cloudkill name Gust of Wind directly.

    Does Gust of Wind need concentration?

    Yes, for up to 1 minute. When your concentration breaks, the wind stops.

    Who can cast Gust of Wind in 5e?

    Druids, Sorcerers, and Wizards in 2014. The 2024 rules add Rangers.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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