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