Zephyr Strike D&D 5th Edition 1st Level Spell Guide

Zephyr Strike

  • Level: 1
  • Casting time: 1 Bonus Action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 minute
  • Ritual: No
  • Concentration: Yes
  • Save: None
  • Damage: None
  • Spells: Ranger
  • Source: Xanathar’s Guide To Everything 171 page

SPELLS OBJECT

You move like the wind. Until the spell ends, your movement doesn’t provoke opportunity attacks.
Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

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