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Investiture of Wind

Level 6 - Transmutation

Casting Time:

1 Action

Range:

Self

Components:

V

S

M

Duration:

10 Minutes

Concentration:

Yes

Ritual:

No

Until the spell ends, wind whirls around you, and you gain the following benefits: - Ranged weapon attacks made against you have disadvantage on the attack roll. - You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it. - You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

At Higher Levels:

-

Classes:

Druid, Sorcerer, Warlock, Wizard

Source:

Xanathar's guide to everything