At the beginning of an encounter, ahead of initiative, player creates a bright smoking flash and disappears until initiative begins. Player can then take a full dash action of movement, but can only use movement, including climb or jump. Player cannot attack, cast, speak, or use environmental interactions until encounter begins. Movement during this feat cannot be detected by any means, and does not trigger attacks of opportunity. Does not ignore difficult terrain. Armed traps can be triggered in path of movement. +5 on save DC from traps during this feat. Failure on a trap ends this feat immediately.
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