The Thieves Guild
A Collection of D&D 5e Resources
Spells & Rituals

Investiture of Wind

Level 6 •

Casting Time: 1 action
Range: Self (15 ft
Components: V, S
Duration: Concentration
, up to 10 minutes
Damage Type: Bludgeon

Save: Constitution
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.
Verbal Component: Sei Vestem Ventus Aeris

Classes: Druid, Sorcerer, Warlock, Wizard

Domain: Air, Tempest, Weather

Tags: Damage, Movement, Warding

Source: Elemental Evil Player's Companion (page 20)
Also found in Xanathar’s Guide to Everything

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