Q: Does a Rogues "Steady Aim" Bonus Action and "Zephyr Strike" still give my Ranger, Rogue multiclass a speed of 0ft or 30ft when I, on a second turn, use the advantage from the spell?
Think this could be a cool way for a Rogue+Ranger to gain advantage on two attack and move in one turn. This would mean that the character is atleast level 8 to get the extra attack (5levels Gloom Stalker Ranger, 3levels Scout Rogue).
Zephyr Strike appears to be intended for a specific kind of Ranger. Specifically the Two-Weapon Fighting Ranger. It allows you to cast it, run up to a minion, whack them with your bonus action, escape without taking an OA, then run up to the BBEG, whack them with your action, then gain advantage on your extra attack, whack, and get to an advantageous location without taking an OA... or else be an anime character and cut down three distant minions... or whack one guy twice and RUN RUN RUN RUN RUN!
Q: Does a Rogues "Steady Aim" Bonus Action and "Zephyr Strike" still give my Ranger, Rogue multiclass a speed of 0ft or 30ft when I, on a second turn, use the advantage from the spell?
Think this could be a cool way for a Rogue+Ranger to gain advantage on two attack and move in one turn. This would mean that the character is atleast level 8 to get the extra attack (5levels Gloom Stalker Ranger, 3levels Scout Rogue).
It would probably be up to DM ruling.
Zephyr strike gives you +30 movement after you make the attack but steady aim requires you to have not moved, and your movement becomes 0 until the end of your turn. So you have two effects dictating changes to your movement until the end of the turn, for steady aim the turn it was used and ZS the turn you make the attack. The DM would have to rule I think on which effect overrides which.
I think I would lean in favor of letting Zephyr strike work here though, due to resource investment. Steady aim is something a rogue can, theoretically, do every turn. ZS takes a spell slot and concentration. Meaning you're not concentrating on hunter's mark, or the Tasha's favored foe feature. (I'm assuming if the DM allowed steady aim you probably have that too.) You're sinking a spell slot and opportunity costs by not concentrating on something else, and have to have cast the spell on a prior turn as setup, so I think I'd allow it.
And because steady aim is 'your next attack on that turn' it would have to be your first attack, and then your second attack would get Zephyr, meaning that ZS would be happening after steady aim, which could theoretically override steady aim's effect on your movement.
Q: Does a Rogues "Steady Aim" Bonus Action and "Zephyr Strike" still give my Ranger, Rogue multiclass a speed of 0ft or 30ft when I, on a second turn, use the advantage from the spell?
Think this could be a cool way for a Rogue+Ranger to gain advantage on two attack and move in one turn. This would mean that the character is atleast level 8 to get the extra attack (5levels Gloom Stalker Ranger, 3levels Scout Rogue).
Steady Aim requires that you not move before or after using it. You can't combine Steady Aim with Zephyr Strike.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I've always seen it as Ranger spells are a subset (and a few additions) of Druid spells. Druid spells are divine in nature.
Classes lile wizard, sorcerer, bard, warlock, etc use magic that is Arcane in nature.
It's a nitpicky and overly broad definition on my part, but it helps explain why arcane casters don't get many divine spells. There are of course exceptions. But that's my own thoughts.
As for the power, for a level 1 spell, it's really good. No OA, for up to ten turns and a one time advantage, extra damage attack and then some extra movement is pretty good for only level 1.
Q: Does a Rogues "Steady Aim" Bonus Action and "Zephyr Strike" still give my Ranger, Rogue multiclass a speed of 0ft or 30ft when I, on a second turn, use the advantage from the spell?
Think this could be a cool way for a Rogue+Ranger to gain advantage on two attack and move in one turn. This would mean that the character is atleast level 8 to get the extra attack (5levels Gloom Stalker Ranger, 3levels Scout Rogue).
Steady Aim requires that you not move before or after using it. You can't combine Steady Aim with Zephyr Strike.
Zephyr strike does not actually require you to move though. It does not even specify that it has to be used on your next strike. So in theory, you could cast Zephyr Strike, and sneak up behind the target and attack them with advantage (from being hidden) that turn. Then on your next turn, take steady aim, attack with advantage, then on that same turn use the zephyr strike on your extra attack.
How this would be better than using the zephyr strike attack on an extra attack on that first turn, I have no clue, but it could nevertheless be done.
Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Zephyr strike: 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 weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Steady Aim does not require that you don't move after using it, just before using it. Then it sets your Movement Speed to 0ft until the end of your turn. Zephyr Strike increases your Walking Speed by 30ft on the turn you use the advantage, until the end of your turn. But it don't require an Action, Bonus Action, Move Action or Reaction to active.
Why I was asking is, if I first take the Steady Aim Bonus Action on my turn then the Attack Action with the Rangers Extra Attack (1). After making the first attack with advantage, I then use the advantage from the Zephyr Strike on my second attack. Does that mean, because I havn't used my Move Action yet, that I can now use a 30ft Walking speed for my Move Action before the end of my turn or does Steady Aim overwrite the 30ft speed increase from Zephyr Strike? Is my movement locked to 0ft because of the Steady Aim?
I still think it's good enought to use Zephyr Strike and Steady Aim on the same turn to get advantage on both attacks to use it, even if I can't move, and I would still get sneak attack on one of the attacks. If the first attack hits I can stil choose to grant advantage or not on the second attack or if I want to save it for a turn I need to "Oh F...K! Run, run, run!".
Q: Does a Rogues "Steady Aim" Bonus Action and "Zephyr Strike" still give my Ranger, Rogue multiclass a speed of 0ft or 30ft when I, on a second turn, use the advantage from the spell?
Think this could be a cool way for a Rogue+Ranger to gain advantage on two attack and move in one turn. This would mean that the character is atleast level 8 to get the extra attack (5levels Gloom Stalker Ranger, 3levels Scout Rogue).
Steady Aim requires that you not move before or after using it. You can't combine Steady Aim with Zephyr Strike.
Zephyr strike does not actually require you to move though. It does not even specify that it has to be used on your next strike. So in theory, you could cast Zephyr Strike, and sneak up behind the target and attack them with advantage (from being hidden) that turn. Then on your next turn, take steady aim, attack with advantage, then on that same turn use the zephyr strike on your extra attack.
How this would be better than using the zephyr strike attack on an extra attack on that first turn, I have no clue, but it could nevertheless be done.
Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Zephyr strike: 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 weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Steady Aim does not require that you don't move after using it, just before using it. Then it sets your Movement Speed to 0ft until the end of your turn. Zephyr Strike increases your Walking Speed by 30ft on the turn you use the advantage, until the end of your turn. But it don't require an Action, Bonus Action, Move Action or Reaction to active.
Why I was asking is, if I first take the Steady Aim Bonus Action on my turn then the Attack Action with the Rangers Extra Attack (1). After making the first attack with advantage, I then use the advantage from the Zephyr Strike on my second attack. Does that mean, because I havn't used my Move Action yet, that I can now use a 30ft Walking speed for my Move Action before the end of my turn or does Steady Aim overwrite the 30ft speed increase from Zephyr Strike? Is my movement locked to 0ft because of the Steady Aim?
I still think it's good enought to use Zephyr Strike and Steady Aim on the same turn to get advantage on both attacks to use it, even if I can't move, and I would still get sneak attack on one of the attacks. If the first attack hits I can stil choose to grant advantage or not on the second attack or if I want to save it for a turn I need to "Oh F...K! Run, run, run!".
'Sets your speed to 0 until the end of the current turn' means just that, though. Zephyr strike may give you 30' but it does not matter if during the same turn, since your speed is still set to 0.
And while Zephyr Strike does not need a bonus action to use, it does need one to cast. So on the round you cast it, you are forsaking using steady aim (or anything else that would use a bonus action that round). You likely cannot cast it without being noticed casting it, so tricky to set up using it with stealth too. And, holding it ready requires concentration, so no Hunter's Mark (which also would take a bonus action to cast).
Yes, it is a set up that is required over at least two turns. But I have had the opportunity to do this often. But my question was asked at the table and at the time we didn't now the rule of the movement issue. We went with 0ft movement at the time and I got two attacks with advatage. I hit with both attacks and managed to crit on my second attack. I have a hand crossbow, crossbow expert(variant human), sharpshooter. first shot= dex+1d6+2d6(sneak attack)+10(sharpshooter) and then crit= dex+2d6+2d8force+10(sharpshooter). That was a good night for me :). I would have liked it if the sneak was a crit but it was still real good damage.
I've been thinking of taking "fey touched" feat and taking "hunter's mark" at some point or "piercer" feat.
I would also like to recommend the "scout rogue+any ranger(except beastmaster)" for any one who is interested in using "steady aim" an still move real fast. I often use the skirmisher ability. It realy mess with my DMs strategy(in a fun way). Once I get "uncanny dodge" I will have a choose of using it instead of skirmisher. It'll be fun to see then.
I don't think you get to keep your "not provoking AoO" after you use your advantage/extra movement speed. Spell reads a lot like and of Paladin smite spells. Not provoking AoO for a whole minute is like getting extra ACTION disengage for a minute. For a 1st lvl spell slot, that would be way too powerful, considering you also get advantage, extra dmg and movement. For comparison, Haste is a lvl 3 spell and has a big drawback when it ends.
You also need to think about other classes that offer you option to not provoke AoO like Monk that needs to burn Ki each time or rogue that needs to use bonus action every turn on cunning action.
It would just be to powerful for the cost. It is really a very straight forward spell. Cast it, run to the enemy without getting hit, strike them, get out, spell ends.
Zephyr Strike does not end when you make the attack. The free disengage ability lasts for the entire duration of the spell - for 1 minute, until you lose concentration, or it is otherwise dispelled.
Quote > Steady Aim requires that you not move before or after using it. You can't combine Steady Aim with Zephyr Strike.
Yes you can, Zephyr Strike lasts for multiple turns, you don't HAVE to use the special attack on the turn you activate the spell, you can use it on any turn you want as long as it's still up.
I don't know, the text doesn't specifically say "whether you hit or miss, after you make your attack you gain 30 ft of movement"
but it does say FOR THE REST of your turn. Meaning everything that comes AFTER the attack. It also says whether you hit or miss, your speed increases. Which also heavily implies the attack comes first, because that's the only way to know if you hit or miss.
But, I have a strength based ranger who uses this a lot, and a trick I often pull with her is using a dart, javelin, (or longbow then pulling out my side weapon) to trigger the speed boost, then riding the speed boost to them, also good for triggering my colossus slayer. Since this is a wind spell, I imagine it as taking a sonic boom shot at them, then riding the air current behind it to my enemy. Basically following right behind the shot and hitting the enemy immediately after. Of course this doesn't work until level 5.
The real power of zephyr strike is the avoidance of AoO for upto a minute not the speed or extra damage that occurs once during that time. As long as you maintain concentration you are safe from AoOs which makes it much easier to maintain concentration. As for the speed it should come after the advantaged attack and last for just the rest of your turn not even the whole round. With steady aim yes you could get 2 advantaged ranged shots off in the one round but By Raw you should probably loose the movement, even if you didnt you would not get the55-60’ movement your dreaming of - since steady aim has set your speed that round to 0 then the 2nd attack (ZS) adds 30 to that leaving you with a 30’ move speed that turn. Realistically I would rule that steady aim cost your full moment so you get nothing for ZS. ( you’ve us3d your full move action so any later additions are nullified).In the end it’s the elimination of AoO that are the big deal with the spell not the speed or the damage (1D8 force on 1advantaged attack = +3 damage very roughly) what it does is let a Stryker move around the battle field safely for all or much of a single combat.
Zephyr’s strike does pare very well with Favored Foe however.
How so? Both require concentration.
Favored Foe:
“When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).”
Zephyr Strike:
“ Duration: Concentration, up to 1 minute”
RAW you can’t be concentrating on two spells (or one spell and one ability “as if you were concentrating on a spell”) requiring concentration
You can activate Favored Foe as soon as the the attack from Zephyr Strike lands. That instantly drops concentration on the spell, but the hit has happened and so therefore so does the damage… as well as the damage from Favored Foe. It’s a timing thing. You loose the speed bonus but sucker punch the bejeepers outta them.
Zephyr Strike— “Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit.”
Favored Foe- “When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).”
Zephyr Strike is not in the Player's Handbook, but in a supplement book. As such, they didn't want to put it on a list of bonus spells. With Tasha's, they eased up on this a bit, but even then, the subclasses that got optional bonus spells had those spells in the same book.
While you could use favored foe with zephyr strike as Sposta described its not something I would recommend. While you get a little extra damage you also suddenly become subject to opportunity attacks which can knock the favored foe out before you get more than the one use. The advantagedamage and speed boost is nice but the meat and potatoes of this spell is that you can move freely without taking opportunity attacks for (hopefully) the entire combat. Yes it is, to some extent, meant to go with TWF but works well even if you don’t have the style and works even better from L5 on.
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Q: Does a Rogues "Steady Aim" Bonus Action and "Zephyr Strike" still give my Ranger, Rogue multiclass a speed of 0ft or 30ft when I, on a second turn, use the advantage from the spell?
Think this could be a cool way for a Rogue+Ranger to gain advantage on two attack and move in one turn. This would mean that the character is atleast level 8 to get the extra attack (5levels Gloom Stalker Ranger, 3levels Scout Rogue).
Zephyr Strike appears to be intended for a specific kind of Ranger. Specifically the Two-Weapon Fighting Ranger. It allows you to cast it, run up to a minion, whack them with your bonus action, escape without taking an OA, then run up to the BBEG, whack them with your action, then gain advantage on your extra attack, whack, and get to an advantageous location without taking an OA... or else be an anime character and cut down three distant minions... or whack one guy twice and RUN RUN RUN RUN RUN!
It would probably be up to DM ruling.
Zephyr strike gives you +30 movement after you make the attack but steady aim requires you to have not moved, and your movement becomes 0 until the end of your turn. So you have two effects dictating changes to your movement until the end of the turn, for steady aim the turn it was used and ZS the turn you make the attack. The DM would have to rule I think on which effect overrides which.
I think I would lean in favor of letting Zephyr strike work here though, due to resource investment. Steady aim is something a rogue can, theoretically, do every turn. ZS takes a spell slot and concentration. Meaning you're not concentrating on hunter's mark, or the Tasha's favored foe feature. (I'm assuming if the DM allowed steady aim you probably have that too.) You're sinking a spell slot and opportunity costs by not concentrating on something else, and have to have cast the spell on a prior turn as setup, so I think I'd allow it.
And because steady aim is 'your next attack on that turn' it would have to be your first attack, and then your second attack would get Zephyr, meaning that ZS would be happening after steady aim, which could theoretically override steady aim's effect on your movement.
Steady Aim requires that you not move before or after using it. You can't combine Steady Aim with Zephyr Strike.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I've always seen it as Ranger spells are a subset (and a few additions) of Druid spells. Druid spells are divine in nature.
Classes lile wizard, sorcerer, bard, warlock, etc use magic that is Arcane in nature.
It's a nitpicky and overly broad definition on my part, but it helps explain why arcane casters don't get many divine spells. There are of course exceptions. But that's my own thoughts.
As for the power, for a level 1 spell, it's really good. No OA, for up to ten turns and a one time advantage, extra damage attack and then some extra movement is pretty good for only level 1.
I like it for STR ranger build to get to the squish and smush.
Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Zephyr strike: 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 weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Steady Aim does not require that you don't move after using it, just before using it. Then it sets your Movement Speed to 0ft until the end of your turn. Zephyr Strike increases your Walking Speed by 30ft on the turn you use the advantage, until the end of your turn. But it don't require an Action, Bonus Action, Move Action or Reaction to active.
Why I was asking is, if I first take the Steady Aim Bonus Action on my turn then the Attack Action with the Rangers Extra Attack (1). After making the first attack with advantage, I then use the advantage from the Zephyr Strike on my second attack. Does that mean, because I havn't used my Move Action yet, that I can now use a 30ft Walking speed for my Move Action before the end of my turn or does Steady Aim overwrite the 30ft speed increase from Zephyr Strike? Is my movement locked to 0ft because of the Steady Aim?
I still think it's good enought to use Zephyr Strike and Steady Aim on the same turn to get advantage on both attacks to use it, even if I can't move, and I would still get sneak attack on one of the attacks. If the first attack hits I can stil choose to grant advantage or not on the second attack or if I want to save it for a turn I need to "Oh F...K! Run, run, run!".
Yes, it is a set up that is required over at least two turns. But I have had the opportunity to do this often. But my question was asked at the table and at the time we didn't now the rule of the movement issue. We went with 0ft movement at the time and I got two attacks with advatage. I hit with both attacks and managed to crit on my second attack. I have a hand crossbow, crossbow expert(variant human), sharpshooter. first shot= dex+1d6+2d6(sneak attack)+10(sharpshooter) and then crit= dex+2d6+2d8force+10(sharpshooter). That was a good night for me :). I would have liked it if the sneak was a crit but it was still real good damage.
I've been thinking of taking "fey touched" feat and taking "hunter's mark" at some point or "piercer" feat.
I would also like to recommend the "scout rogue+any ranger(except beastmaster)" for any one who is interested in using "steady aim" an still move real fast. I often use the skirmisher ability. It realy mess with my DMs strategy(in a fun way). Once I get "uncanny dodge" I will have a choose of using it instead of skirmisher. It'll be fun to see then.
I don't think you get to keep your "not provoking AoO" after you use your advantage/extra movement speed. Spell reads a lot like and of Paladin smite spells. Not provoking AoO for a whole minute is like getting extra ACTION disengage for a minute. For a 1st lvl spell slot, that would be way too powerful, considering you also get advantage, extra dmg and movement.
For comparison, Haste is a lvl 3 spell and has a big drawback when it ends.
You also need to think about other classes that offer you option to not provoke AoO like Monk that needs to burn Ki each time or rogue that needs to use bonus action every turn on cunning action.
It would just be to powerful for the cost. It is really a very straight forward spell. Cast it, run to the enemy without getting hit, strike them, get out, spell ends.
The cost is that it's concentration. Means no Hunter's Mark or other such spells.
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Zephyr’s strike does pare very well with Favored Foe however.
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Zephyr Strike does not end when you make the attack. The free disengage ability lasts for the entire duration of the spell - for 1 minute, until you lose concentration, or it is otherwise dispelled.
Yes you can, Zephyr Strike lasts for multiple turns, you don't HAVE to use the special attack on the turn you activate the spell, you can use it on any turn you want as long as it's still up.
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but it does say FOR THE REST of your turn. Meaning everything that comes AFTER the attack.
It also says whether you hit or miss, your speed increases. Which also heavily implies the attack comes first, because that's the only way to know if you hit or miss.
But, I have a strength based ranger who uses this a lot, and a trick I often pull with her is using a dart, javelin, (or longbow then pulling out my side weapon) to trigger the speed boost, then riding the speed boost to them, also good for triggering my colossus slayer. Since this is a wind spell, I imagine it as taking a sonic boom shot at them, then riding the air current behind it to my enemy. Basically following right behind the shot and hitting the enemy immediately after. Of course this doesn't work until level 5.
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The real power of zephyr strike is the avoidance of AoO for upto a minute not the speed or extra damage that occurs once during that time. As long as you maintain concentration you are safe from AoOs which makes it much easier to maintain concentration. As for the speed it should come after the advantaged attack and last for just the rest of your turn not even the whole round. With steady aim yes you could get 2 advantaged ranged shots off in the one round but By Raw you should probably loose the movement, even if you didnt you would not get the55-60’ movement your dreaming of - since steady aim has set your speed that round to 0 then the 2nd attack (ZS) adds 30 to that leaving you with a 30’ move speed that turn. Realistically I would rule that steady aim cost your full moment so you get nothing for ZS. ( you’ve us3d your full move action so any later additions are nullified).In the end it’s the elimination of AoO that are the big deal with the spell not the speed or the damage (1D8 force on 1advantaged attack = +3 damage very roughly) what it does is let a Stryker move around the battle field safely for all or much of a single combat.
Wisea$$ DM and Player since 1979.
Zephyr strike allows you to not take AoO during the duration. The advantage, damage and movment increase is just a one turn effect.
How so? Both require concentration.
Favored Foe:
“When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).”
Zephyr Strike:
“ Duration: Concentration, up to 1 minute”
RAW you can’t be concentrating on two spells (or one spell and one ability “as if you were concentrating on a spell”) requiring concentration
per Jeremy Crawford… https://mobile.twitter.com/jeremyecrawford/status/1332482977322856449?lang=en
You can activate Favored Foe as soon as the the attack from Zephyr Strike lands. That instantly drops concentration on the spell, but the hit has happened and so therefore so does the damage… as well as the damage from Favored Foe. It’s a timing thing. You loose the speed bonus but sucker punch the bejeepers outta them.
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Zephyr Strike is not in the Player's Handbook, but in a supplement book. As such, they didn't want to put it on a list of bonus spells. With Tasha's, they eased up on this a bit, but even then, the subclasses that got optional bonus spells had those spells in the same book.
While you could use favored foe with zephyr strike as Sposta described its not something I would recommend. While you get a little extra damage you also suddenly become subject to opportunity attacks which can knock the favored foe out before you get more than the one use. The advantagedamage and speed boost is nice but the meat and potatoes of this spell is that you can move freely without taking opportunity attacks for (hopefully) the entire combat. Yes it is, to some extent, meant to go with TWF but works well even if you don’t have the style and works even better from L5 on.
Wisea$$ DM and Player since 1979.