You endow yourself with alacrity fuelled by magic. Until the spell ends, you can’t cast spells of 1st level or higher, and you gain the following benefits:
- Your unarmed attacks do 1d6 bludgeoning damage. Your unarmed strikes count as magical for the purposes of overcoming resistances. You may use your spell casting modifier, instead of your Strength, for attack and damage rolls of your unarmed strikes.
- Your speed increases by 10 feet, and you may take the Disengage or Dash actions as a Bonus Action.
- You may add your your spell casting modifier to your Armour Class, Dexterity saving throws and Acrobatics (Dexterity) checks.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that gives you extra attacks.
Immediately after the spell ends, you must succeed on a DC 15 Constitution saving throw or suffer one level of exhaustion. You make this save with disadvantage if the spell failed as a result of a failed concentration check from taking damage.
This spell fails if you are wearing or don heavy armour.
* - (An eagle feather)
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