Misty Step 5th Edition (5e) in D&D Spells

With Misty Step 5e spell, you can teleport up to 30 feet for an unoccupied space until you can see and it is briefly surrounded by the silvery mist.

The bonus actions are just like the actions which you can take as well as an action on the turn of you. Per each turn, you get only 1 bonus action. But actually, you have totally Misty Step -> Booming Blade, for an instance or else any other bonus action spell+ action spell.

Misty Step 5E

Misty Step 5E

  • Casting Time: 1 bonus action
  • Range: Self
  • Components: V
  • Duration: Instantaneous
  • Classes: Sorcerer, Warlock, Wizard

By using the 5e misty step you can easily avoid the fall damage but you should cast it on the round which you would have crushed into the ground.

Nothing will prevent you from the grappled condition to do anything because misty step d&d doesn’t require movement.

Briefly surrounded by the silvery mist, you teleport up to 30 feet for an unoccupied space that you able to see.

The ring possesses 6 crystal stones holding some kind of magical shadowy substance inside. Each crystal stone provides one use of the misty step spell. Using a crystal stone allows you to cast the misty step spell, the magical shadowy substance inside disappears. You can use this effect up to the total number of powered crystal stones located on the ring. Every Midnight, 1d6 crystals are replenished.

If you roll a:

  1. You successfully cast misty step, but to a random location within 10ft decided by your DM.
  2. Nothing Happens, the spell does not work and the crystal stone depletes.

3-7. you successfully cast misty step, but as you reach your destination, you take 1d4 of Force damage.

8-18. you successfully cast misty step, you reach your destination.

  1. You successfully cast misty step, as you reach your destination, heal 1d4 HP. (Add 1d4 to Temporary hit points if HP if at max)
  2. You successfully cast misty step, as you reach your destination, a crystal stone does not replenish.


Basically, they spend their action on whichever Area of Effect spell will deal the most damage, starting with the powerful Chain Lightning and Cone of Cold, then moving onto Fireball. Ice Storm is used to prevent melee opponents from getting too close, and Misty Step is used to escape any opponents that do manage to get within melee range.

Mage Armor and Mirror Image are the Evoker’s primary defensive spells. It will try to cast them before combat if possible. However, these spells aren’t worth giving up action once combat begins (better to cast a damage-dealing spell)

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