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Combat

Dodge Action

Attacks against you have disadvantage; your DEX saves have advantage until your next turn. Ends if incapacitated or speed reaches 0.

Dodge Action (Combat Action Detail)

The Dodge action focuses entirely on avoiding attacks, making you significantly harder to hit until your next turn.

How it works: Until the start of your next turn:

  • Any attack roll made against you has disadvantage, if you can see the attacker.
  • You make Dexterity saving throws with advantage.

Ends early if:

  • You are incapacitated (stunned, paralyzed, etc.).
  • Your speed drops to 0 (grappled, exhaustion level 5, etc.).

Uses your action: You cannot attack or cast most spells on a turn you Dodge. This is a purely defensive choice.

When to Dodge:

  • You're surrounded and can't escape — Dodge is often better than attacking one enemy while three others hit you freely.
  • You're a tank trying to absorb damage while allies deal with threats.
  • You're concentrating on an important spell and want advantage on CON saves to maintain it.
  • You're waiting for an ally to arrive or for a condition to change.

Interaction with other effects:

  • Disadvantage from Dodge and advantage from another source cancel out (you roll normally).
  • Dodge + high AC creates an extremely defensive posture.
  • Dodge grants advantage on Dexterity saves, helping against fireball, lightning bolt, and similar AOE spells.

Monks — Patient Defense: Spend 1 ki point to Dodge as a bonus action, freeing your action for attacks. This makes Monks exceptionally durable.