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 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.

Classes: Bard; Druid; Sorcerer; Warlock; Wizard

Source: Xanathar’s Guide to Everything p. 160