DnD 5E Zephyr Strike Spell

Hello magic casters of all shapes and sizes! Welcome to my spellbook and thank you so much for checking out 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 so so exciting.

Today we’re going to be talking about zephyr strike 5e spell that is usable exclusively by the ranger 5e 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 to get.

The zephyr by the way in case you’re unfamiliar is defined as a soft gentle breeze, so bear that in mind as you read through this spell and it’ll make a lot of more sense. Now that out of the way let’s take a look at its mechanics.

Mechanics

  • Level: 1st
  • Casting Time: 1 Bonus Action
  • Range/Area: Self
  • Components: V
  • Duration: 1 Minute (Concentration)
  • School: Transmutation
  • Attack/Save: None
  • Damage/Effect: Force

The 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 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 advantage on a weapon attack roll. That attack deals an extra 1d8 force damage. And hit or miss you gain an extra 30 feet of movement until the end of that turn.

The components are just verbal it’s just super great means you can carry a weapon and shield while you’re casting and the school is a 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. 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.

Description

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.

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 anyways, so this just works really well with that. With that all out of the way let’s take a look at some alternative uses.

Alternative Uses

So one of the best ones that i can think of was using this to get out of a dangerous situation. Another interesting way to use zephyr strike dnd 5e 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, 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 dealing with like magic initiate for example a very solid pick.

Conclusion

If you have any cool ideas, cool uses or interesting stories involving zephyr strike 5e please put it down beneath in the comment section, i’d really like to read them and i know everyone checking 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 all have a great day and as always happy casting. Keep reading steel wind strike 5e | hail of thorns 5e | ensnaring strike 5e | zealot barbarian 5e |

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