This spell will allow you to move a fantastic pace whenever you cast this spell and as a bonus action on each and each turn of yours until the Expeditious Retreat 5e spell will end and you’ll take here the dash action.
The haste doesn’t affect your rate of movement, but only what percentage times you’ll be moved on your turn. So haste and therefore the Expeditious Retreat stack.
Expeditious Retreat 5e
- Casting Time: 1 bonus action
- Range: Self
- Components: V S
- Duration: Concentration, Up to 10 minutes
- Classes: Sorcerer, Warlock, Wizard
Often my DMs wish to raise initiative when getting on the brink of enemies just to cause tension, or because tons of the party members try to induce their actions in first (We don’t always play as players, but because the characters. So the maximum amount as we strategize, sometimes the characters produce other ideas).
There are a few spells I’ve found that I think to allow this same found out, albeit with some casting time. I’ll also contribute some flavor of how my character would handle it. This all involves Minor Illusion, Expeditious Retreat, and Thunderwave, and assumes that we aren’t yet seen by the enemy until we engage.
- On my first move I’ll cast Minor Illusion to make a double of myself shouting banging noise to urge their attention. (This way their initial movement will keep groups together until the remainder of the party interact).
- As my bonus action, you will be able to cast Expeditious Retreat.
- On my next turn, I will be able to now make my attack. I’ll get close enough to the group (and distant enough from my party) I’ll cast Thunderwave, then under the consequences of Expeditious Retreat, I’ll withdraw to my placement, preferably behind the heavy hitters.
Swift expeditious retreat is way better even at level 2 because you’ll still withdraw during an equivalent turn. Or to urge closer from an outsized distance then use your standard on something. Or to cast at range then withdraw to farther range in order that foes can’t catch up to you. Yeah nearly all the swift and immediate spells in spell compendium have a touch of power sneak in them, bringing in an additional action where before there was nothing until level 9-11.
Expeditious Advance on gish characters, because the spell effectively negates difficult terrain, also as gives a large bonus to leap checks. Until your character gets reliable flight, this is often very useful in certain combat locations.
And casting Expeditious Retreat won’t change how far you’ll flee within the first round: you’ll cast Expeditious Retreat and move 60′, otherwise, you can withdraw and move 60′. Except for the first option also exposes you to 2 attacks of opportunity, one for casting the spell and one for leaving a threatened space. Or, potentially, you’ll reduce that to just one attack of opportunity, and move 120′, by taking the Run action.
Swift Expeditious Retreat, meanwhile, would allow you to cast it then also Withdraw or Run. You will not get any speed boost then, but you will get enough of a start that you simply probably won’t need it.