Zephyr strike 5e
Zephyr strike is a spell from Xanathar’s Guide To Everything.
Level: 1
Casting time: 1 Bonus Action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
You move like the wind. Until the spell ends, your movement will not incur an opportunity to attack.
Before the spell ends, you can gain an advantage on a weapon attack check during the turn. This attack will cause an additional 1d8 strength damage. Whether you play or miss, the walking speed will increase by 30 feet until the end of the curve.
Discussion about 5e zephyr strike
The Medusa finds Roe and slashes into her with a multi-attack! Roe takes the hits, casts d&d 5e Zephyr Strike, and strikes back. She misses, but then runs away at double speed and leaps into the water sluice. The current speeds her up! —@jamfraser
Fell a frost giant in one round?
Throw in enough Ranger to take Gloom Stalker. Get Dread Ambusher for and extra attack on first turn plus 1d8. Have d&d 5e Zephyr Strike going for ADV on an attack plus 1d8 force. Use sharpshooter. Fell a frost giant in one round? —@1NegativePerson
The fantastic game today with the #dndkids. They played some amazing strategy including great use of zephyr strike dnd and expeditious retreat to move around during combat. I was a proud DM today 🙂 #dnd —@RowanFireFish