Expeditious Retreat 5e
- jamesgre
- 0
- on Feb 22, 2022
This spell will allow you to move quickly and as a bonus action on each and every turn until the Expeditious Retreat 5e spell ends and you will take the dash action as a result.
Your speed of movement is not affected by haste, but only the percentage of times you’ll be moved each turn. That is why haste stacks with Expeditious Retreat.
Expeditious Retreat 5e
- Casting Time: 1 bonus action
- Range: Self
- Components: V S
- Duration: Concentration, Up to 10 minutes
- Classes: Sorcerer, Warlock, Wizard
In many cases, my DMs wish to raise initiative when getting on the brink of an enemy just to cause tension, or because many of the party members try to induce their actions in first (We don’t always play as players, but as characters, so the maximum amount of ideas are created by the characters as we strategize).
In my experience, there are a few spells that allow this same finding, albeit with some casting time. Let me also share how my character would handle it. We assume that the enemy will not yet see us until we engage, which involves Minor Illusion, Expeditious Retreat, and Thunderwave.
- During my first move, I’ll cast Minor Illusion to make a double of myself shouting banging noises to get their attention. (This way, their initial movement will keep them together until the rest of the party interacts). As a bonus action, you can cast Expeditious Retreat.
- Next turn, I will be able to make an attack. When I am close enough to the group (and far enough from my party), I’ll cast Thunderwave, then under the consequences of Expeditious Retreat, I’ll retreat to my placement, preferably behind the heavy hitters.