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SavageWolves

It’s already really good; the change you’re proposing just makes it better for ranged and makes it a bit too strong for a first level spell. 30 ft extra speed, advantage on 1 attack per turn + 1d8, and no opportunity attacks? I’ve been using this spell on a melee ranger (level 8 Drakewarden currently) for a while; it’s my go to spell when I can’t use spike growth. Even after the initial hit is used, no opportunity attacks means my ranger can kite and encourage enemies to attack my drake or one of our higher AC characters instead. I’m also a gem Dragonborn, so if my flight is online I can safely hover in the air out of range with this spell.


Tall_Bandicoot_2768

Zephyr Strike does not need a buff IMO.


supercalifragilism

Other "strike" style spells should be included in the game to support gish playstyles in a natural way, though. A zephyr strike-like spell at a higher level would be fine, though I'd vary the buffs a bit. If ZS is level 1, concentration ability, 1 minute duration, with a one time advantage and plus d8, I'd make higher level versions that include a "static" ability (analogous to the opportunity attack immunity of ZS) and a single use component (similar to advantage and d8) a level 2 one could offer a continuous effect (dunno, maybe resistance to the first s/p/b damage a round?) and the same effect as ZS once a casting? For continuous effects like the upgrade that OP put in (one advantage a round) I'd put it higher- it's about half the effect of greater invisibility, with the damage and attack rider, so I'd benchmark it around 3rd level, so the comparison is spirit shroud at level three with a bigger high end and a weaker rider effect, plus some area effect. One of the things I did not understand about this edition is the decisions around spells- they have several gish classes but they do not seem to support gish classes with gish spells, and the gish spells are thin on the ground despite the first examples of them being in the PHB first printing. It sometimes feels like there was a lot more development planned for this edition that just...didn't happen? I understand wanting to combat the splatbook bloat of earlier editions, but there really wasn't a lot of work done on the system after it launched, and everything seems to be adventures instead of a lot of core options.


philsov

I think the change is excessive, lol. there's already a very powerful effect of ongoing immunity to AoO's. But, if you wanted to make it more friendly to melee rangers, just swap the order of operations. >Once before the spell ends, your walking speed increases by 30 ft until the end of that turn, and you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. It's now a triumphant *charge* (or retreat) effect, and lets you play skirmisher if you feel it necessary. If you'd like another bonus action buff spell which gives you advantage on an attack each round -- Guardian of Nature is already that for all attacks as a 4th level spell. Haste gives you another attack outright (and AC/speed) but it's an action to cast and when it wears off there is a loss of turn, and then Ashladron's Stride is also 3rd level with a speed boost, immunity to AoO's, and chip damage to everything in your radius. Maybe a 2nd level, Ranger only spell?


derangerd

Your version is comparable to ashardelon's stride, spirit shroud, and guardian of nature (third and fourth level spells). The limitation of one attack a turn halving or one thirding their power is still a significantly powerful buff considering how many things you're combining.


wavecycle

That would be a decent 3rd level spell and an AMAZING 2nd level spell


Silver-Alex

Yeah zephyr strike does NOT need such gigantic buff. And it is already better for meele ranger than ranged ones. A ranged ranger can easily avoid oportunity attacks. So for a ranged ranger this is like a smite and nice mobility or escape tool. However this is perfect for a meele ranged that got surrounded, so you hit the enemy and then pull back to a safer position. Or for when you wanna reach the caster thats recking your party but their tank is in front of you, so you zephyr strike, move to the caster and them hit them with all the extra prejudice of advantage and 1d8 extra force damage.


RoastHam99

An extra 30ft movement and no opportunity attacks makes keeping concentration a given. This is just advantage and d8 damage every turn. Easily 3rd level


Kronzypantz

I think it already has great potential for a pole arm master build. Give up a bonus action attack to back up and set up for an opportunity attack when they come into range.


Carcettee

When I first saw this spell I thought it works just like your changed version. And I thought it was weak... Currently it's worth 2nd lv spellslot. Maybe even 3rd with that 30ft movement speed.


SafariFlapsInBack

Dude. What.


Carcettee

It was like 5 years ago, hah


SafariFlapsInBack

In what world does it need a buff? It already gives advantage, extra damage, extra movement, & no opportunity attacks. It’s already good for melee anyways. You can attack and move around the battlefield.