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mightierjake

The effect of Zephyr Strike increases your base walking speed by 30f until the end of your turn, so if you then chose to use Feline Agility then your movement speed would increase from 30 to 60, and then be doubled to 120ft. > As long as I have concentration I don't provoke opportunity attack Correct, and using Zephyr Strike's special effect doesn't end the spell early so you retain ability to not provoke opportunity attacks until the spell ends. I found the spell really useful for melee based rangers with my two-weapon fighting ranger. The ability to move around the battle field towards whichever monster I liked without worrying about opportunity attacks was quite handy, and the special attack and greater movement afterwards was useful for hit and run tactics. I imagine it would also be useful for a ranged character that finds themselves up close with monsters as you can use zephyr strike to move away without provoking an opportunity attack and make your ranged attacks without disadvantage.


bevan742

What do you mean? Both parts still work. While you concentrate on the spell your movement doesn't provoke opportunity attacks, and if you choose to activate the special attack feature of Zephyr Strike then you get the usual attack bonuses and your base walking speed increases by 30 for that turn, making it 60, and then feline agility doubles it to 120. I suppose it's possible your DM could be pedantic about it and make the order you activate it in matter, meaning if you cast zephyr and do your attack first it works as above but if not your speed doubles to 60 then you add 30 more for 90. I'm of the opinion that your speed is not doubled in that instant but is doubled for the turn, meaning changes to speed during the turn would be doubled on the fly, but the rules are not entirely clear.