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    Quick Answer

    Expeditious Retreat is a 1st-level transmutation spell for Sorcerers, Warlocks, and Wizards. You cast it as a bonus action and take the Dash action as part of the casting. For up to 10 minutes (concentration), you can take the Dash action as a bonus action on each of your turns. With a 30-foot speed, that's 60 feet a turn with your action still free, or 90 feet if you also Dash with your action.

    Overview

    Expeditious Retreat gives you a second Dash every turn. It doesn't raise your speed. It hands you the Dash action on a bonus action, which leaves your action open for a cantrip, a Disengage, or a second Dash.

    The name says retreat, and escape is its main job. A wizard with a 30-foot speed normally covers 60 feet when running. With this spell running they cover 90. Most humanoid enemies have 30-foot speeds, so the gap grows by 30 feet a round if they chase.

    It also works going forward. You can cross a battlefield to reach a lever, a fallen ally, or a door, and still cast a cantrip when you arrive. Outside combat it lasts 10 minutes, enough for a rooftop chase or a run through a collapsing tunnel.

    The costs are concentration and a 1st-level slot. If you need concentration for Hold Person or Fly, this spell competes with them.

    Stat Block

    PropertyValue
    Level1
    SchoolTransmutation
    Casting Time1 bonus action
    RangeSelf
    ComponentsV, S
    MaterialNone
    DurationUp to 10 minutes
    ConcentrationYes
    RitualNo
    Save/AttackNone
    ClassesSorcerer, Warlock, Wizard

    When NOT to Use This

    • •You're already concentrating on something the party needs.
    • •You're adjacent to a melee enemy and plan to run without disengaging. Dash doesn't stop opportunity attacks.
    • •The pursuers can outrun even two Dashes. A dire wolf (speed 50) dashes 100 feet a turn; you top out at 90 with a 30-foot speed.
    • •The pursuers have ranged attacks. Distance doesn't help much against archers with 150-foot range.
    • •You want to cast a leveled spell with your action on the same turn.

    Spell Slot Efficiency

    MetricAssessment
    Slot EfficiencyGood for a 1st-level slot when you need sustained speed over several rounds. Poor for a single turn of movement.
    Action EconomyTurns your bonus action into a Dash every turn, which is the main point.
    Opportunity CostConcentration. Warlocks also spend one of very few Pact Magic slots.

    When worth the slot: Chases, escapes, reaching a distant objective, or kiting slow melee enemies over several rounds.

    When NOT worth the slot: One round of extra movement. Dash with your action instead, or use Misty Step to escape a grapple or get past a wall.

    Upcasting

    Expeditious Retreat has no higher-level effect. A Warlock's Pact Magic slots are always cast at their highest level, so a 5th-level Warlock spends a 3rd-level slot on it and gets nothing extra.

    Pro Tips

    Tip #1: Disengage with your action, Dash with your bonus action.

    Why it works: Dash doesn't protect you from opportunity attacks. Disengage does. Disengage plus the spell's Dash gives you 60 feet of movement with no opportunity attacks, at a 30-foot speed.

    This avoids the mistake of: Taking a free hit as you leave melee range.

    Tip #2: Cast it before the chase starts.

    Why it works: On the casting turn, you can't cast a leveled spell with your action in either edition. If you know a chase or a run is coming, cast it a round early, or outside combat, so you have your full action economy when it matters.

    This avoids the mistake of: Burning your best turn of the fight on setup.

    Tip #3: Pair it with a cantrip each turn.

    Why it works: The bonus action covers your movement. Your action is free for Fire Bolt, Ray of Frost, or any other cantrip. You can kite slow melee enemies and keep dealing damage.

    This avoids the mistake of: Running away and doing nothing else.

    Tip #4: Add Longstrider.

    Why it works: Longstrider adds 10 feet to your speed and needs no concentration. Dash adds your speed after modifiers, so each Dash gains the bonus too. A 40-foot speed with both Dashes becomes 120 feet a turn.

    This avoids the mistake of: Thinking two movement spells can't stack. Only two concentration spells conflict.

    Common Mistakes to Avoid

    Thinking it raises your speed

    Why it's bad: The spell gives you the Dash action, not a speed bonus. If your speed is halved or reduced to 0, the Dash is worth half or nothing.

    Do this instead: Get out of grapples and restraints first. A grappled creature's speed is 0.

    Running past enemies without disengaging

    Why it's bad: Each enemy you leave reach of can make an opportunity attack.

    Do this instead: Disengage with your action if enemies are adjacent.

    Casting it in the same turn as a leveled spell

    Why it's bad: In the 2014 rules, after you cast a spell with a bonus action, you can cast only a cantrip with a casting time of 1 action that turn. In the 2024 rules you can expend only one spell slot per turn.

    Do this instead: Cast a cantrip with your action that turn, or Dash, Disengage, or Dodge.

    Losing concentration and forgetting

    Why it's bad: Taking damage forces a Constitution save. If you fail, the bonus-action Dash is gone and you might stop short in a bad spot.

    Do this instead: Plan routes that end behind cover or out of reach.

    Usage Tips

    • •Worked example: escaping an ogre. A 5th-level wizard with a 30-foot speed and AC 12 stands next to an ogre (speed 40). If the wizard just walks away, the ogre's opportunity attack (+6 to hit) lands on a 6 or higher, 75% of the time, for 13 (2d8 + 4) damage. Instead the wizard takes Disengage and the bonus-action Dash: 60 feet with no attack, ending 65 feet away. The ogre can Dash 80 feet to get adjacent again, but then it has no action left to attack. Its better play is to walk 40 feet and throw a javelin from 25 feet (+6 to hit, 11 damage). If it does, the wizard Dashes twice next turn and ends 115 feet away. After one more round of double Dashes, the ogre can't get within its javelin's 120-foot long range.
    • •Concentration odds: If that ogre's greatclub does hit for 13, the DC is 10. A wizard with Constitution 14 (+2, not proficient) needs an 8 or higher, so they keep the spell 65% of the time.
    • •Slow enemies: A zombie moves 20 feet. A wizard moving 60 a turn while casting cantrips never gets caught.
    • •Wolves: A wolf has a 40-foot speed and dashes 80. Two Dashes (90) still pull away; one Dash plus a cantrip (60) doesn't.
    • •The concentration rules cover the Constitution save after each hit. A grappled creature's speed is 0, so the spell does nothing until it escapes.
    • •Related guides: Fly and Haste. Browse the full spell guide index.

    Rules Notes

    • •You take the Dash action when you cast the spell.
    • •Until the spell ends, you can take the Dash action as a bonus action on each of your turns.
    • •Dash gives extra movement equal to your speed after modifiers.
    • •Concentration, up to 10 minutes.
    • •Casting it uses your bonus action, so you can't use another bonus action that turn.
    • •2014: after casting a bonus-action spell, you can only cast a cantrip with a casting time of 1 action that turn.
    • •Dash doesn't prevent opportunity attacks and doesn't reduce the cost of difficult terrain.

    Synergies

    • •Longstrider: No concentration, +10 feet that doubles with each Dash.
    • •Haste from an ally: Haste doubles your speed and its extra action can be a Dash. An ally has to cast it, since you can't concentrate on both.
    • •Cantrips: Your action stays free for Fire Bolt or Ray of Frost.
    • •Disengage: The safe way to leave melee.

    Anti-Patterns

    • •Casting it and staying in melee range.
    • •Dropping concentration on Hold Person or Fly to cast it.
    • •Using it when one Misty Step would get you out.

    Tactical Modules

    • •Kite and blast: Bonus-action Dash away, cantrip with your action. Works against slow melee monsters.
    • •Run for help: Reach a fallen ally or a healer across a large room in one turn.
    • •Chase scene: Cast it before the chase starts, then double-Dash each turn to close the distance or escape.

    Countermeasures

    • •Threat: The pursuer is faster than you, like a dire wolf. Response: Use terrain such as narrow passages and doors. Fallback: Turn and fight, or use Misty Step.
    • •Threat: Archers or casters shoot you as you run. Response: Run for cover. Fallback: Take Dodge with your action and Dash with your bonus action.
    • •Threat: You're grappled. Response: Escape the grapple first. Fallback: Misty Step.

    Expeditious Retreat in the 2024 Rules

    The 2024 Player's Handbook keeps Expeditious Retreat as a level 1 transmutation spell for Sorcerers, Warlocks, and Wizards. It still has a bonus-action casting time, V and S components, and concentration for up to 10 minutes. The text is shorter: "You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action." It works the same way.

    Two general rules around it changed. First, the 2014 bonus-action spell restriction is replaced by a simpler rule: you can expend only one spell slot per turn. On the casting turn you've already spent a slot, so your action can be a cantrip but not a leveled spell. On later turns the bonus-action Dash isn't a spell, so your action is free for any spell in both editions.

    Second, the 2024 Dash rules say that if you have a special speed, like a Fly Speed or Swim Speed, you can use it instead of your Speed when you Dash. A flying wizard can Dash in the air.

    Frequently Asked Questions

    How does Expeditious Retreat work in 5e?

    You cast it as a bonus action and take the Dash action right away. Until the spell ends (up to 10 minutes with concentration), you can Dash as a bonus action on each of your turns.

    Does Expeditious Retreat increase your speed in 5e?

    No. It gives you the Dash action as a bonus action. Dash adds movement equal to your speed, so the effect is like doubling your movement, but your speed itself is unchanged.

    How far can you move with Expeditious Retreat in 5e?

    With a 30-foot speed, you move 60 feet with the bonus-action Dash, or 90 feet if you also Dash with your action. Speed bonuses like Longstrider raise both numbers.

    Does Expeditious Retreat let you avoid opportunity attacks in 5e?

    No. Dash doesn't prevent opportunity attacks. Use your action to Disengage, then the spell's bonus-action Dash to move away.

    Can you cast a spell after Expeditious Retreat in 5e?

    On the casting turn, only a cantrip. In 2014, after a bonus-action spell, you can cast only a cantrip with a casting time of 1 action. In 2024, you can expend only one spell slot per turn. On later turns, the bonus-action Dash isn't a spell, so your action is free for any spell.

    Does Expeditious Retreat require concentration in 5e?

    Yes, for up to 10 minutes. That stops you from concentrating on another spell at the same time, and taking damage can end it.

    Can you use Expeditious Retreat for overland travel in 5e?

    The spell doesn't say. The travel pace rules measure distance per minute and hour, while Dash is a combat-turn action. Whether 10 minutes of bonus-action Dashes speeds up overland travel is a DM ruling, not rules text.

    Is Expeditious Retreat good in 5e?

    It's a strong escape and kiting tool for Wizards and Sorcerers with 30-foot speeds. It's worse when you need concentration for something else, and Misty Step is better for a single, one-turn escape.


    Citations: SRD 5.1 (2014 rules), SRD 5.2.1 (2024 rules)

    Includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, licensed under CC BY 4.0.

    This page includes material from the System Reference Document 5.1 and 5.2.1 by Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License. Loreify is not affiliated with Wizards of the Coast.

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