Investiture of Wind
6th-level, Transmutation
- Casting time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minute
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
2d10bludgeoning 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.
Classes: Cleric (Arcana Domain), Druid, Sorcerer, Warlock, Wizard
Source: Xanathar’s Guide to Everything p. 160, Elemental Evil Player’s Companion p. 20