Spell
Investiture of Wind
REG-D2538B0C
Spell
Investiture of Wind
Spell Briefing
Investiture of Wind
Level 6TransmutationConcentration5ETOOLS- Level
- Level 6
- School
- Transmutation
- Casting Time
- 1 action
- Range
- self
- Components
- V, S
- Duration
- Concentration, up to 10 minute
Subclasses
- Level: Level 6
- School: 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 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.
-
Subclasses: Cleric (Arcana Domain)
-
Feats / Features: Boon of Siberys