You conjure a tempestuous drake of spiraling wind that moves with you, wielding it as an extension of your body for the duration. When you conjure the drake and as a bonus action on your subsequent turns, you can cause one of the following effects with it:
• Thunder Strike. The drake slams into a creature or
object within 20 feet of you with a deafening boom.
Make a melee spell attack against the target. On a hit,
the target takes 1d6 thunder damage.
• Vortex Grapple. The drake billows towards a Large
or smaller creature within 20 feet of you, attempting
to encase it in a vortex of air. The target must succeed
on a Dexterity saving throw or be restrained for the
duration, or until you use another effect of the wind
drake. A target can use an action to make a Strength or Dexterity check against your spell save DC, escaping the drake on a success and ending the spell.
• Windstrider. The drake forms a whirling eddy at your feet, increasing your speed by 10 feet, and preventing your
movement from provoking opportunity attacks. This effect lasts until the start of your next turn.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage upon collision increases by 1d8 for each slot level above 1st.
With a thdoom that can be heard 100 feet away, you cause a sudden increase in the air pressure surrounding a creature you can see within range.
The target must succeed on a Constitution saving throw or take 1d8 thunder damage and become deafened until the start of your next turn.
This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
With a deft flourish, you propel yourself up to 10 feet and then can immediately make an unarmed strike or a melee attack with a weapon you are holding against a creature within your reach.
Immediately after you hit or miss with
this attack, you can move up to 10 feet without provoking opportunity attacks.
The distance up to which you can travel with this spell increases by 5 feet when you reach 5th level (15 feet), 11th level (20 feet), and 17th level (25 feet)
A jolt of electricity springs from your hand towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 lightning damage.
Alternatively, you can target a machine within range and temporarily turn it on, allowing it to function as if it were whelmed by a spirit or permanently enchanted. Machines targeted by this spell stay powered for 18 seconds before
turning back off. For a machine to function using this spell, it must still be in working condition.
The spell’s damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).
You empower yourself with the unimpedable motion of a tectonic plate. Make an unarmed strike or melee attack with a weapon you’re holding against one creature within your reach. On a hit, the target suffers the attack’s normal effects, and if the target is Large or smaller, you can choose to push it up to 30 feet directly away from you.
If the target collides with an object or creature, it stops moving, falls prone, and takes 2d8 bludgeoning damage. If it collides with an object, the object takes 2d8 bludgeoning damage. If it collides with a creature, that creature must make a Dexterity saving throw, taking 2d8 bludgeoning damage and being knocked prone on a failed save, or taking half as much damage and not falling prone on a successful one.
At Higher Levels. When you cast this spell using a
spell slot of 2nd level or higher, the damage upon collision increases by 1d8 for each slot level above 1st.