Whirlwind
2014 Rules
- Level & School
- 7th-level evocation
- Casting Time
- Action
- Range
- 300 feet
- Components
- V, M (a piece of straw)
- Duration
- Concentration, 1 minute
- Classes
- Druid, Sorcerer, Wizard
- Source
- Xanathar's Guide to Everything
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.
Whirlwind 5.5e 2024 vs. 5e 2014 edition differences
Whirlwind is currently only available in the 2014 edition.
Whirlwind popularity
How popular is Whirlwind? It is a seldom seen spell in the game, and it is almost never chosen when available. This spell is one that few spellcasters would ever acquire.
- Bottom 50% of all level 7 spells
- Bottom 25% picked level 7 Sorcerer spell
- Bottom 25% of all 5e spells
- Bottom 10% picked level 7 Wizard spell
- Bottom 10% picked level 7 Druid spell
Read about how this popularity data is calculated.
Spells similar to Whirlwind
Wind Wall 3rd-level evocation
It reshapes the fight with a persistent wall of moving air that blocks and disrupts creatures in a similar tactical niche.
Players prefer Wind Wall over Whirlwind
Reverse Gravity 7th-level transmutation
It also warps the battlefield around a big area and forces creatures to fight against a powerful environmental effect over time.
Players prefer Reverse Gravity over Whirlwind
Gust of Wind 2nd-level evocation
Both spells create a moving wind effect that changes positioning and can keep enemies from comfortably holding their ground.
Players prefer Gust of Wind over Whirlwind
Evard's Black Tentacles 4th-level conjuration
Like Whirlwind, it traps enemies in an area and punishes them for starting or ending their turns there.
Players prefer Evard's Black Tentacles over Whirlwind
Control Winds 5th-level transmutation
This is the closest wind-themed match, with broad battlefield manipulation and strong class overlap.
Players prefer Control Winds over Whirlwind