Level
6th
Casting Time
1 Action
Range/Area
Self
Components
V, S
Duration
Concentration 10 Minutes
School
Transmutation
Attack/Save
None
Damage/Effect

Until the spell ends, you sprout glowing wings that shed celestial power, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the spell’s duration. This light is sunlight. Until the spell ends you gain the following benefits:

  • You are immune to radiant damage and have resistance to necrotic damage. 
  • 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 20-foot-radius sphere of searing light 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 4d6 radiant damage on a failed save, or half as much damage on a successful one. A creature that fails its saving throw has disadvantage on attack rolls relying on sight until the start of your next turn. 

Previous Versions

Name Date Modified Views Adds Version Actions
5/15/2019 6:03:12 AM
24
0
1
Coming Soon

Available For: Cleric (Legacy)

Captain_Dawntracker

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