Hello magic casters of all shapes and sizes! Welcome to my spellbook and thank you so much for tuning into the 76th episode of our first level spell series. Not only is it a 76th but it’s also the last one currently and let until wizards add some new content which they’re always likely to so for the time being though this is the last episode of the first level spell series which is so exciting. Today we’re going to be talking about dnd 5e zephyr strike spell it is usable exclusively by the ranger and anyone else with access to their spell lists of course and it is found in the xanathar’s guide to everything handbook which i would certainly recommend get. The zephyr by the way in case you’re unfamiliar is defined as a soft gentle breeze so bear that in mins as you read through the spell and it’ll make a lot more sense to you. Now that out of the way let’s take a look at its mechanics.
- 1st-level transmutation
- Casting Time: 1 bonus action
- Range: Self
- Components: V
- Duration: Concentration, up to 1 minute
- School: Transmutation
It’s cast time is one bonus action which is super great. Its range is self, its duration is one minute and sadly it is a concentration spell but you know i gotta take some hits and misses here and there. The components are just verbal which is super great that means you can carry a weapon and shield while you’re casting and the school is transmutation. Fantastic stuff it’s interesting whether this transmutation because implies it actually changes the body in one way or another so. RP that however you’d like.
The effect at a glance is as followed: Until the spell ends, your movement does not provoke attacks of opportunity. Once before the spell ends, you can gain an advantage on a weapon attack roll. That attack deals an extra 1d8 force damage, and hit or miss you gain an extra 30ft of movement until the end of that turn. With that out of the way let’s take a look at its full description and flesh out this spell just a little bit better.
As per this dnd 5e zephyr Strike spell you can move as a wind. For the specific duration, your movement does not work provoke any kind of opportunity attacks. In an addition, for the first time you do make a weapon attack on your specific turn before the spell will end, you also make the attack roll with an advantage, of course your speed would increase by 30 feet unless until end of that particular turn.
Also check: spider climb 5e spell
Very cool stuff! something i’d like to point out is it doesn’t specify it has to be a melee weapon attack. What that means is it can be a ranged weapon attack too. Which is super great especially if you’re playing a ranger, a lot of rangers are played out of distance anyway so this just works really well with that. With that all out of the way, let’s take a look at some alternative uses.
So one of the best ones that i could think of was using this to get out of a dangerous situation. Another interesting way to use Zephyr Strike that i haven’t seen a whole lot of people talk about is this really opens up the game for those characters who have multi attack or who can attack more than once in a turn. By that what i mean is you could hit one enemy or run over attack another one without ever having to worry about attacks of opportunities. So, i think it’s a really solid to pick if you’re going with like magic initiate for example, a very solid pick.
Spell Lists. Ranger
That being said! If you have any cool ideas, cool uses or interesting stories involving Zephyr Strike please put it down beneath in the comment section i’d really like to read them and i know and i know everyone else tuning in right now would as well. That being said! thank you so much for your time guys, i really do appreciate it, i hope you have a great day and as always happy casting.