Whenever you cast this spell, you’ll be able to move at a fantastic speed and as a bonus action on each turn of yours until . The Expeditious Retreat 5e spell ends, and you’ll take the dash action.
Haste does not affect the rate at which you move, but how often you will be moved during your turn. Expeditious Retreat benefits from haste.
The 5th edition of the expedited retreat
- One bonus action is required for casting
- Self: Range
- Type: V Type: S
- Duration: Focus, Up to 10 minutes
- Classes: Sorcerer, Warlock, Wizard
When we are on the brink of defeat my DMs often raise initiative just to cause a bit of tension,. Or because the party members are trying to force their actions in first (We don’t always play as players, but as characters. So the maximum amount as we strategize, sometimes the characters come up with other ideas).
There are a few spells that I have found that can accomplish this same effect, even if they require some casting time. I’ll also include some thoughts on how my character might handle it. We assume the enemy won’t be able to see us until we engage, so we will use Minor Illusion, Expeditious Retreat, and Thunderwave.
- Minor Illusion will make a double of me shouting banging noise to grab their attention on my first move. It will keep groups together until the rest of the party interacts (this way their initial movement will keep them together).
- You will be able to cast Expeditious Retreat as my bonus action.
- The next time I turn, I will be able to make an 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.
For gish characters, expeditious advance negates difficult terrain and gives a large leap bonus. In certain combat locations, this is often very useful until your character gains reliable flight.
If you choose to cast Expeditious Retreat, you will move 60′ in the first round. If you choose to withdraw, you will move 60′ in the first round. Except for the first option, which also exposes you to two attacks of opportunity: one for casting the spell, and one for leaving a threatened space. By taking the Run action, you can move 120′ and reduce the number of attacks of opportunity to just one.
Likewise, Swift Expeditious Retreat would allow you to cast it simultaneously with Withdraw or Run. This won’t give you any speed boost, but you will get enough of a start that you won’t need it.