A whirlwind howls down to a point that you can see on the ground within range. The whirlwind is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the spell ends, you can use your action to move the whirlwind up to 30 feet in any direction along the ground. The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it enters the whirlwind or that the whirlwind enters its space, including when the whirlwind first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the spell ends. When a creature starts its turn restrained by the whirlwind, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the whirlwind and falls when the spell ends, unless the creature has some means to stay aloft.
A restrained creature can use an action to make a Strength or Dexterity check against your spell save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6 × 10 feet away from it in a random direction.
* - (a piece of straw)






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Posted Jul 31, 2019Falling:
"A fall from a great height is one of the most common hazards facing an adventurer. At the end of a fall, a creature takes 1d6 bludgeoning damage for every 10 feet it fell, to a maximum of 20d6. The creature lands prone, unless it avoids taking damage from the fall."
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Posted Nov 23, 2019PUMAT SWOLE
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Posted Nov 26, 2019<3
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Posted May 12, 2020"The whirlwind sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone."
It's left to the DM to decide: Where do the objects go? Do they behave like creatures restrained in the whirlwind? Do they take the same bludgeoning damage?
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Posted May 22, 2020I would say it takes the same damage then is flung in a random direction 3d6x10 feet away. As added flavor you can make the object do damage to creatures who are hit.
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Posted Sep 24, 2020To clarify, does a creature that is already in the whirlwind take the damage again at the start of each turn? The wording is a little strange. It seems to me that it wouldn't, because the it is not "entering" the whirlwind, it's already in it, and the whirlwind is not "entering the creature's space" again, because it's already in it. Clarification?
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Posted Nov 20, 2020With the new metamagic feat, it's a lot more viable to use this with Quicken Spell for some devastation.
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Posted Dec 10, 2020I don think so, but i could be wrong.
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Posted Jun 1, 2021Can you hit a creature affected by the spell? How would you rule? Consider the speed of the wind and the increasing altitude.
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Posted Jun 1, 2021Read up on restrained condition, guess I got my answer.
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Posted Nov 18, 2021If a creature remains restrained for multiple rounds, the amount fall damage it would take when it escapes would be unbearable.
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Posted Apr 5, 2022would this affect a ship at all? What would happen if I were to use this spell underwater?
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Posted Feb 5, 2024In my latest session, I ruled that a creature that is normally immune to the restrained condition, specifically the fire elemental, is not immune to being restrained by the whirlwind. It just makes sense that the whirlwind should be able to suck up a fire elemental if it fails its Dex and Str saves.
I think it's a reasonable ruling that made the game more fun. I'd also apply it to certain other monsters that are normally immune to restrained because they are made of fire, air, water or mist.
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Posted Oct 15, 2025That also confuses me.
According to the text, a creature can stay inside the Whirlwind for the entire duration of 10 rounds without taking any damage in addition to the first 10d10 upon entering it for the first time. I can't believe that this is really the intention of the author.
As a DM, I would probably apply the dmg every turn.
Not really.
a) you are only lifted 5 feet per round
b) The wirlwhind has a max. height of 30 feet.
So even if you fail 6 saving throws in a row and stay restrained for 6 turns, you would only be 30 feet high and only take 3d6 fall damage. That's kind of ridiculous.