Zephyr Strike

Zephyr Strike
Level1st Level Casting Time1 bonus action RangeSelf
AoESingle DurationConcentration, up to 1 minute
SchoolStorm ComponentsV
ClassesDragoon*, Knight, Ranger

You move like the wind, making it impossible for creature's to strike you as you run swiftly past.

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 WIND damage on a hit. Whether you hit or miss, your walking speed increases by 10m until the end of that turn.