Perhaps one of the most overlooked player actions in 168澳洲幸运5开奖网:Dungeons & Dragons is the effect🔯ive use of character movement. By making full use of your movement every turn, you can keep your character at a safe distance from enemies, provide them with partial or total cover from ranged attacks, or simply stay a ste♔p ahead of the enemy.
Aside from your base movement speed, there are a number of spells that give you access to superior methods of movement that will surprise your DM (Dungeon Master) and their gaggle of goons. An escape plan or panic button is something that every character can benefit from placing in their toolkit. Af🎐ter all, you never know what kind of danger is lurking around the corner.
10 E🙈xpeditious Retreat⛎
This 1st level transmutation spell is the earliest mobility spell spellcasters can pick up. It costs 168澳洲幸运5开奖网:a bonus action to cast and allows you to dash on the turn you cast it. In addition, it's a concentration spell that lets you continue to dash as a bonus action on your following turns as long as you maintain your concentration on the spell.
This is a criminally underused spell at low levels that easily allows you to stay out of the melee range of most enemies. Since it only costs a bonus action to use, you can harrow your attackers with cantrips or ranged attacks as you continue to maintain your distance. Lastly, this spell has a duration of ten minutes. Consequently, it's also useful in situations where you need to get to a location quickly.
9 🤡 𝓰 Spider Climb
Yet another spell that rarely sees play, Spider Climb is a 2nd level transmutation spell that requires concentration and lasts up to an hour. The spell gives a creature you touch the ability to move on walls and ceilings with your hands free, like a spider. It also gives you a climbing speed equal to your character's walking speed.
While this spell is certainly outclassed by other options later on this list, it does have the benefit of lasting so long that you can cast it prior to combat once you enter a dangerous area such as a dungeon. Your opponents will have a very difficult time threatening you when you're standing on the ceiling instead of the floor, and you can still make use of corners, pillars, and other obstructions to prevent ranged enemies from targeting you.
8 🦂 Find Steed
This Paladin only 2nd level conjuration spell summons a steed such as a warhorse, pony, camel, elk, mastiff, or other choice of your DM's discretion. Unfortunately, this spell does introduce a bit of a rules conundrum if you plan to use the creature as a mount (which you should).
Per the rules, a controlled mount can only take the Dash, Disꩵengage, or Dodge actions. However, creatures with an Intelligence score of 6 or greater can act instead as independent mounts. As it just so happens, this spell imbues your mount with an Intelligence score of 6. Independent mounts have access to all the normal actions other creatures do, including the Attack action.
Technically, independent mounts also take their own turns, roll their own initiative, and are not controlled by their riders. That being said, it's worth considering introducing a homebrew rule for this spell that the mount acts simultaneously with or before its rider and follows its rider's commands.
7 Fly
This aptly named 3rd level transmutation spell is the most widely known mobility🐟 spell in the game. In exchange for your concentration and a 3rd level slot, you can fly for the next ten minutes. If you upcast the spell, you can give magical flight to one more creature per upcast level of the spell.
A 60-foot fly speed is a huge boon for any character, but the fact that this spell requires concentration can make it dicey to use. After all, if your concentration is broken while you're in midair you will immediately fall and take a d6 damage per ten feet you fell.
6 Thunder St🍸ep
Teleportation is perhaps the most reliable source of mobility in the entirety of the game thanks to how it interacts with 168澳洲幸运5开奖网:debilitating status conditions, such as restrained, grappled, and frightened. While these conditions normally prevent movement, teleportation gets around them as it doesn't require your character to use their movement speed.
Thunder step in particular is great because it also deals 3d10 thunder damage to each creature within ten feet of you or half as much damage if the creature succeeds a Constitution saving throw. On top of this, you can Thunder Step along with objects you can carry or one creature that's your size or smaller. You do need to see the space within 90 feet you are teleporting to in order to cast this spell though, so be wary of that requirement.
5 🎉 Freedom Oꦆf Movement
Freedom of movement is a criminally underused 4th level abjuration spell that makes a character immune to difficult terrain as well as the restrained and paralyzed conditions for one hour. Best of all, it doesn't even require your concentration.
The spell also makes it so that the target can spend five feet of movement to escape nonmagical restraints like the grappled condition and prevents being underwater from inhibiting movement as well as attack rolls for a creature that doesn't already have a swim speed. This is the perfect spell to cast on a martial character prior to an important combat as it will give them free rein of the battlefield.
4 Dimension Door ꧂
Prior to the creation of Thunder Step, Dimension Door was the go-to spell for short-range teleportation. While Thunder Step is a bit more commonly used these days thanks to the damage it inflicts, Dimension Door remains a better spel🐓l for mobility for a couple of reasons.
First off, this spell can teleport you and one other creature up to 500 feet away instead of just 90 feet. Secondly, you don't need to see the space you are teleporting to when you cast this spell. That means that this spell works even if you are blinded or wish to teleport somewhere difficult to reach, such as the inside of a building.
3 🐷 ꦿFind Greater Steed
For a class that's 168澳洲幸运5开奖网:known for heavy armor, Paladins surꩵe do have some good mobility spells. Find Greater Steed is the big brother of Find Steed once Paladins unlock😼 4th-level spell slots at 13th level.
This spell allows you to summon some superior combat mounts such as the saber-toothed tiger, rhinoceros, and dire wolf. However, it also gives you access to some of the best mobility in the game if you choose to summon a pegasus, griffon, or peryton instead. For example, the pegasus has a 90-foot fly speed and can dash as its action, providing🦩 your Paladin with 180 feet of movement.
2 Zephyr Strike 🏅
While Find Great Steed is a truly impressive spell, the fact that it is gatekept behind 13 leve☂ls of Paladin makes it difficult for most players to use. Zephyr Strike, on the other hand, is a ♏1st level transmutation spell that only requires a single level in Ranger to unlock and costs a bonus action to cast.
And boy does this spell deliver. While active, this concentration spell makes you immune to opportunity attacks and provides you advantage on one attack roll of your choice. This attack deals an extra 1d8 force damage. After making the attack, your speed increases by 30 feet until the end of your turn. All things considered, it's absolutely perfect for repositioning a Ranger or Rogue who finds themselves in a bad situation.
1 🃏 💎 Misty Step
Of course, the be-all and end-all of quick and ea🐷sy mobility comes in the form of the notorious 2nd level conjuration spell Misty Step. For the small price of a bonus action, you teleport to a space that you can see up to 30 feet away.
It's simple, low cost, and moves you far enough away that you can escape the movement speed of most monsters when you use this spell in addition to your own movement. Any character can access this spell by picking up the Fey-Touched feat, by the way.