You become a magically empowered whirlwind of weapons, spinning around the battlefield, wreaking havoc as you go.
While the spell is active, all creatures who come within a 10-foot emanation on your turn must make a Dexterity saving throw or take 4d10 damage of the type dealt by the weapon used as the material component for this spell. On a successful save, they take half damage. Additionally, while the spell lasts you do not provoke opportunity attacks. You must use your action to maintain the spell or it fades (this counts as taking the Attack action).
If you use a component weapon with a magical bonus to attacks, you add that bonus to your spell save DC for this spell.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each level above 4th.
- (a Versatile or Two-Handed melee weapon you are proficient with)
rangerpaladin