You seize the air and compel it to create one of the following effects at a point you can see within range:
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You create a narrow bolt of compressed air which targets one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 thunder damage. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
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You create a wavefront of air which targets one Medium or smaller creature in range. The target must succeed on a Strength saving throw or be pushed up to 5 feet in a direction of your choice.
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You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 10 pounds. The object is pushed up to 10 feet in a direction of your choice, or up to 15 feet if the object weighs no more than 5 pounds. It isn’t pushed with enough force to cause damage.
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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.
Author Notes
This spell is utilised in my homebrew Airbender subclass, which forms part of my Element Bender monk subclass series. It is also used in my homebrew Genie Soul sorcerer subclass.
The improvements versus the baseline gust cantrip are:
New ability: Can be used as a spell attack, targeting one creature and inflicting thunder damage on a hit.
Improved ability: When you successfully push a creature, you can push them in any direction of your choice (not just away from you).
Improved ability: When you push on object of under 5 pounds, you can push it 15 feet instead of 10 feet. Alternatively, you can push an object of up to 10 pounds for 10 feet.