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Combat

Dash Action

Doubles your movement for the turn by adding your speed as extra movement. Stacks with other Dashes. Does not prevent opportunity attacks.

Dash Action (Combat Action Detail)

The Dash action gives you extra movement for the current turn equal to your speed (after applying modifiers).

How it works: When you take the Dash action, you gain extra movement equal to your speed. This effectively doubles your movement for the turn. If your speed is 30 feet, you can move up to 60 feet on your turn when you Dash.

Not a separate move: Dash doesn't create a separate movement phase — it adds to your available movement. You can split this movement before, during, and after other actions as normal.

Stacking: Multiple Dashes stack. A Rogue who uses their action to Dash and Cunning Action to Dash again can move triple their speed. A Monk who spends 1 ki for Step of the Wind (Dash as bonus action) and also takes the Dash action can move triple speed.

Speed modifiers apply: If your speed is halved (e.g., from exhaustion level 2), the Dash action grants extra movement equal to your current speed (which is already halved). A creature with 30-foot speed at exhaustion level 2 has 15-foot speed; Dashing gives 15 more feet for 30 total.

Opportunity attacks: Dashing does not prevent opportunity attacks. You still provoke when leaving a creature's reach unless you Disengage.

Common users: Rogues (Cunning Action: Dash as bonus action), Monks (Step of the Wind: Dash as bonus action for 1 ki). Any character can Dash as their action, trading their attack for mobility.