Level
5th
Casting Time
1 Minute
Range/Area
Self
Components
V, S, M *
Duration
8 Hours
School
Transmutation
Attack/Save
None
Damage/Effect

This spell must be active as the light of day or shadow of night passes over the caster for the spell to take effect.

You become as an arcane sail, catching the solar energies of dawn or the cosmic forces of dusk at your back. You ride the cusp of day/night like a wave. While this spell is active, you are moved at a speed of 300 feet per round due West. In addition to this movement, you gain a fly speed of 30 feet. Moving more than 30 feet away from the line of dawn/dusk will bring you out of the cusp of day/night, ending the spell early (Even if this movement takes place over more than round).

While the spell is active, you cannot take reactions and your movement does not provoke attacks of opportunity. Attack rolls made by or against the caster are made with disadvantage. The caster can take their turn as normal, though the DM may limit what actions they can take as a result of the spell.

The spell can be ended early as an action. This action can be taken before or after being moved 300 feet. When the spell ends, forward movement ceases and the caster begins to descend at a rate of 60 feet per round for one minute (at which point the caster falls the remaining distance), until the caster reaches the ground, or up to the remaining duration of the spell if it was ended early as an action.

* - (A leaf. Green and lively for Dawnwalker or brown and dead for Duskwalker)

Available For: Druid (Legacy) Ranger (Legacy) Sorcerer (Legacy) Warlock (Legacy) Cleric (Legacy) - Nature Domain (Legacy)

JuiceLeGoose

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