Investiture of Wind
Xanathar's Guide to Everything p. 160,
- Level
- 6
- School
- Transmutation
- Ritual
- No
- Casting Time
- 1 action
- Range
- Self
- Components
- V, S
- Duration
- Concentration, up to 10 minutes
- Classes
- Druid, Sorcerer, Warlock, Wizard
Description
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.