Investiture Of Wind D&D 5th Edition 6th Level Spell Guide

Investiture Of Wind


  • Level: 6
  • Casting time: 1 Action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 10 minutes
  • Ritual: No
  • Concentration: Yes
  • Save: Con Save
  • Damage: Bludgeoning
  • Spells: Druid, Sorcerer, Warlock, Wizard
  • Source: From EE Players Champion, Page No, 20

SPELLS OBJECT

Until the spell ends, wind whirls around you, and you gain the following benefits:

  • Ranged weapon attacks made against you have disad- vantage 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 some- how 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.

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