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D&D is full of spells that help you move around and we’re not just talking Misty Step. These five spells will make you mobile.

In D&D, mobility can be an absolute game changer. With the right encounters, characters who can move swiftly can get into position to cast that critical spell, intercept that fleeing opponent, or otherwise mess with the well-laid plans of whoever dares to face them.

And, as you might imagine, there are plenty of spells that can enhance your mobility above and beyond the limits of ordinary mortals. In fact, using magic is one of the more accessible ways of making your character not only go fast, but go in ways that aa normal person couldn’t go.

Longstrider

Longstrider is an underrated spell. It lasts an hour, doesn’t take concentration, and it does exactly what you’d expect: it makes your strides long. That is, it increases your speed by 10 feet. You’d be surprised at how much of a difference this increase makes – especially when you take into account that Longstrider is compatible with most other movement-enhancing spells. It doesn’t take your concentration, so you can cast more spells on top of it and be well on your way to breaking local speed limits.

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Zephyr Strike

Zephyr Strike is a neat little spell first introduced in Xanathar’s Guide to Everything. Unlike Longstrider, this spell does take your concentration. But it is only a Bonus Action to cast it. And when you do, your movement no longer provokes opportunity attacks for the duration (up to a minute).

Within that minute, you can give yourself Advantage on a single weapon attack that deals an extra 1d8 on a hit. Regardless of whether you hit, on the round you give yourself Advantage, your speed also increases by 30 feet. All while not provoking attacks or opportunity.

Ashardalon’s Stride

Ashardalon’s Stride is a spell straight out of Looney Tunes. This 3rd-level spell enhances your mobility pretty significantly: it increases your speed by a full 20 feet and while under the effects of the spell your movement doesn’t provoke an opportunity attack. It does, however, come with a passive attack all its own: whenever you move within 5 feet of a creature, they take 1d6 points of fire damage.

Sure it’s only once per round, but over the course of a minute, that adds up to 10d6 to a single creature, and potentially move if you’re able to move near multiple targets in a round. Which you have a great shot at doing with your enhanced speed. Especially since the spell doesn’t even take an Action to cast—merely a Bonus Action (and a 3rd level spell slot) will get you this spell out of Fizban’s Treasury of Dragons.

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Spider Climb

Sometimes it’s not enough to just increase your movement. Spells like Spider Climb give characters whole new ways of moving. You can climb straight up walls, stand on ceilings—you’d be hard pressed to find an area of the map you can’t reach. And since the spell lasts an hour, it’s not only great for enhancing your mobility in combat, it also helps you outside of it.

Fly

Of course, the ultimate movement enhancing spell is probably Fly. It does exactly what the name implies. You can start flying around like a superhero. And the spell also doubles your speed, giving you a base flying speed of 60 feet—which can be enhanced by spells like Longstrider. For ten minutes, this spell enables you to do things few other people can, including stay out of melee range and get into cool wizard duels in the sky.

Also I guess it lets you reach flying monsters, so it might be also worth casting it on your melee-focused minions party members to let them get at the dragons, instead.

Happy adventuring!

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