The holder will do everything in their power to dodge when hit by a successful attack, completely avoiding the strike if successful—but they only have 1 HP and must spend Dodge Points 10 plus Level times 2 plus Dexterity modifier to evade. Dodge Points replenish by 3 on a short rest and fully on a long rest. Every 3 uninterrupted turns without being attacked restores 1 Dodge Point, encouraging tactical movement.
As a reaction, the holder can roll a 1d4, and if they roll a 4, they dodge without consuming a Dodge Point—this roll is not affected by modifiers. If dodging by normal means is impossible, if unchosen, the DM decides the most optimal spell or skill to use for evasion, potentially consuming additional resources. If a spell slot is forcefully used to dodge, Dodge Points are still consumed, ensuring that magic isn’t an unlimited escape tool.
Comments