Holocron

Whirlwind

Force power · Level 7 · Universal
power-typeForcelevel7alignmentUniversalconcentrationtrue
New in SW5eThink of it as a roaming 10-foot radius whirlwind you can move up to 30 ft; it pulls in items and harms anyone on a Dex save, with a chance to restrain foes who can break free and be hurled away.
Summon a mobile whirlwind; creatures inside take 10d6 kinetic (Dex save); Large-or-smaller targets failing Str are restrained and lifted.
ControlDamage
●●breadth · concentration, movement required
TargetingArea
Use whenyou want a mobile vortex to herd, restrain, and batter multiple enemies
ScalingFlat — no higher-slot scaling.
!Concentration up to 1 minute; restrained creatures carried aloft take fall damage when the power ends unless they can fly.
kineticcontrol-conditionarea-denial
Pairs withopen outdoor terrain · high force save DC builds · party that can reposition freely around the vortex
PlaystyleControllerBlaster

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 power 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 kinetic damage on a failed save, or half as much damage on a successful one. Additionally, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the whirlwind until the power 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 power 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 force save DC. If successful, the creature is no longer restrained by the whirlwind and is hurled 3d6x10 feet away from it in a random direction.

Codex
Casting Period
1 action
Range
300 feet
Duration
up to 1 minute
Concentration
Yes