Spell Description

You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one melee or ranged attack roll on your turn. That attack deals an extra 1d8 slashing damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. At the end of this turn, this spell immediately ends.

Zephyr Strike

1st level, primal (transmutation)

Casting Time

1 bonus action

Duration

1 minute

Range

Self

Components

V