Whirlwind Kick
3rd-level · Transmutation
Casting Time 1 action
Range self
Components V, S
Duration Instantaneous
Classes Druid, Sorcerer, Wizard
You must be able to move in order to cast this spell. You leap into the air and spin like a tornado, striking foes all around you with supernatural force as you fly up to 60 feet in a straight line. Your movement (which does not provoke attacks of opportunity) must end on a surface that can support your weight or you fall as normal.
As part of the casting of this spell, make a melee spell attack against any number of creatures in the area. On a hit, you deal your unarmed strike damage plus 2d6 thunder damage. In addition, creatures in the area make a Dexterity saving throw or are either pulled 10 feet closer to you or pushed 10 feet away (your choice).
At Higher Levels
The extra thunder damage increases by 1d6 for each slot level above 3rd.
Source: Level Up Advanced 5e · OGL/Open