Expeditious Retreat

Expeditious Retreat

Level 1 Transmutation spell available to Sorcerer, Warlock, Wizard.

Spell description: Gain Dash as bonus acton, allowing you to move at an incredible pace.

Spell properties

  • Range: Self
  • Duration: Until long rest
  • Concentration
  • Conditions applied: Dash (bonus action)
  • Cost: Bonus Action + Spell Slot
  • Recharge: Per action

Spell at higher levels

No extra benefits.

How to obtain [Spell Name]

  • Sorcerer, Warlock, Wizard at Class level 1
  • Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
  • Granted by features: Magic Initiate: Sorcerer, Magic Initiate: Warlock, Magic Initiate: Wizard

Expeditious Retreat

Level 1 Transmutation Spell

Gain Dash immediately and use as a Bonus action on each of your turns until this spell ends.

Concentration Range: Self

Expeditious Retreat

Condition

Dash available as a bonus action.

Duration: Until long rest
Eldritch Blast

Eldritch Blast

Cantrip Evocation spell available to Warlock. It allows the spellcaster to shoot energy beams that deal Force damage. It is incredibly powerful when paired with Warlock Eldritch Invocation abilities.

Spell description: Conjure 1 beam of crackling energy. Deals 1d10 Force damage to a target.

Spell properties

  • Damage: 1d10 Force
  • Range: 18m (60ft)
  • Conditions applied: Pushes 4.5m with Repelling Blast
  • Cost: Action
  • Recharge: Per action

Spell upcasting

Unlike other spells in Baldur’s Gate that receive a damage increase at higher levels, Eldritch Blast creates multiple beams with the same force per ray (1d10) at higher levels. At character level 5 you receive 2 beams and at character level 10 you receive 3 beams. Beams can be fired at different targets.

Each beam has a separate Attack Roll and is affected by their respective Eldritch Invocations.

How to obtain Eldritch Blast

  • Warlock at Class level 1
  • Granted by features: Magic Initiate: Warlock, Spell Sniper
  • College of Lore (Bard) via Magical Secrets at Class level 6
  • Bard via Magical Secrets at Class level 10

Notes:

  • Eldrith Blast pairs very well with the following Eldritch Invocations:
    • Agonising Blast: Adds the caster’s Charisma modifier to the damage of each beam of Eldritch Blast.
    • Repelling Blast: Pushes the target creature up to 4.5m (15ft) away with Eldritch Blast. Each beam of Eldritch Blast will knock back different targets, but if multiple beams are targeted at the same creature, they will only be knocked back once.

Eldritch Blast

Evocation Cantrip
Damage: 1-10
1d10, Force

Conjure X beam(s) of crackling energy.

18m (30ft) Attack roll
Enhance Leap

Enhance Leap

Level 1 Transmutation spell available to Druid, Ranger, Sorcerer, Wizard. It allows spellcaster’s to triple the affected creature’s jumping distance.

Spell properties

  • Range: Melee: 1.5m (5ft)
  • Duration: 10 turns
  • Ritual spell
  • Conditions applied: Jump distance is tripled.
  • Cost: Action + Spell Slot

Spell at higher levels

No extra benefits.

How to obtain [Spell Name]

  • Druid, Wizard, Sorcerer at Class level 1
  • Ranger at Class level 2
  • Arcane Trickster (Rogue) and Eldritch Knight (Fighter) at Class level 3
  • Can also be obtained by the Warlock class through the Eldritch Invocation, Otherworldly Leap at Level 9+
  • Granted by items: Ring of Jumping (available once per Short rest)
  • Granted by features:
    • Magic Initiate: Druid
    • Magic Initiate: Sorcerer
    • Magic Initiate: Wizard
    • Ritual Caster: Free Spells

Enhance Leap

Level 1 Transmutation Spell

Triple a creature’s Jumping distance.

Melee: 1.5m (5ft) Duration: 10 turns
Entangle

Entangle

Level 1 Conjuration spell available to the Druid class. It allows the spellcaster to conjure vines that sprout from the ground to turn an area into difficult terrain. Creatures within the area can become Entangled and move at half the speed.

Spell description: Vines sprout from the ground, slowing creatures within and possibly Entangling them. Entangled creatures cannot move. An ally can use its help action to try and tear away the vines.

Spell properties

  • Range: 18m (60ft)
  • Area: 3m (10ft) radius
  • Duration: 10 turns
  • Concentration
  • Save: STR save
  • Attack type: Ranged
  • Conditions applied: Creates area: Twisting Vines
  • Recharge: Per action

Entangle

Level 1 Conjuration Spell

Vines sprout from the ground, slowing creatures within and possibly Entangling them.

RADIUS: 3m Range: 18m STR save

Spell upcasting

No extra benefits.

How to obtain Entangle:

  • Druid at Class level 1
  • Granted by feature: Magic Initiate: Druid
  • College of Lore (Bard) at Class level 6
  • Bard, via Magical Secrets, at Class level 10
  • A variation of the Entangle spell, called Faithwarden’s Vines ir provided by the Pale Oak quarterstaff.

Area: Twisting vines

  • Duration: 10 turns
  • AoE: 3m (10ft) radius
  • Difficult terrain: Movement speed is halved and creatures can become Entangled. Entangled creatures cannot move.

Condition: Entangled

  • Save: STR save
  • Creature cannot move while Entangled.
  • Attack Rolls against the creature have Advantage while the creature’s Attack Rolls and Dexterity Saving Throws have Disadvantage.
Ensnaring Strike

Ensnaring Strike

Level 1 Conjuration spell available to Ranger. Available in two variants: Ensnaring Strike (Melee) and Ensnaring Strike (Ranged).

Spell description: Your attack summons thorny vines, dealing Weapon Damage and possibly Ensnaring your target. Ensnared creatures cannot move and take 1d6 Piercing damage at the start of each turn. An ally can use its help action to try and tear away the vines.

Spell properties

  • Damage: 1d6 Piercing (per turn)
  • Damage type: Piercing
  • Range: Melee & Ranged
  • Duration: 10 turns
  • Concentration
  • Conditions applied: Ensnared: Creature cannot move and takes 1d6 Piercing damage at the start of each turn.. Attack Rolls against the creature have Advantage, while the creature’s Attack Rolls and Dexterity Saving Throws have Disadvantage. The condition is removed when Helped.
  • Cost to cast: Action + Cost on hit: Bonus Action + Level 1 Spell Slot
  • Recharge: Per turn

Spell upcasting

At higher levels Ensnared deals an extra 1d6 Piercing per level.

How to obtain Ensnaring Strike

  • Ranger at Class level 2
  • Oath of the Ancients (Paladin) at Class level 3
  • Granted by items: Thorn Blade (once per long rest)

Ensnaring Strike variants

Ensnaring Strike (Ranged)

Level 1 Conjuration spell
Damage:
Normal weapon damage + 1d6 Piercing per turn

Your attack summons thorny vines that possibly Ensnaring_Strike_Ranged_IconEnsnare your target.

Range: 18m (60ft) Save: STR save
Concentration Attack roll

Ensnaring Strike (Melee)

Level 1 Conjuration spell
Damage:
Normal weapon damage + 1d6 Piercing per turn

Your attack summons thorny vines that possibly Ensnaring_Strike_Ranged_IconEnsnare your target.

Range: Melee 1.5 m (5 ft) Save: STR save
Concentration Attack roll