publish: true
aliases:
- Investiture of Wind
created: 2026-03-09T12:15:33.958-04:00
modified: 2026-03-09T12:15:33.958-04:00
published: 2026-03-09T12:15:33.958-04:00
tags: - ttrpg-cli/compendium/src/5e/xge
- ttrpg-cli/spell/class/bard
- ttrpg-cli/spell/class/druid
- ttrpg-cli/spell/class/sorcerer
- ttrpg-cli/spell/class/warlock
- ttrpg-cli/spell/class/wizard
- ttrpg-cli/spell/feat/boon-of-siberys/sorcerer-spell
- ttrpg-cli/spell/level/6th-level
- ttrpg-cli/spell/school/transmutation
cssclasses: - json5e-spell
obsidianUIMode: preview
classes: - Bard
- Druid
- Sorcerer
- Warlock
- Wizard
Investiture of Wind
6th-level, Transmutation
- Casting time: 1 Action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 10 minutes
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: Bard; Druid; Sorcerer; Warlock; Wizard
Source: Xanathar’s Guide to Everything p. 160