Prerequisite: Minimum Dexterity of 15
Your extreme athleticism and acrobatic skill combined with your instinctive sense of danger and skillful use of combat moves, weapons and shields allows you to reduce the damage you take from attacks or even avoid it all together as you parry, deflect and dodge.
- Requires Athletics, Acrobatics and a minimum dexterity of 15.
- Gain +10' of movement
- Your Evasion Modifier is the better of your Athletics or Acrobatics modifiers and you make an Evasion Roll adjusted as follows:
- Against effects, including spells and attacks like Dragon breath, that allow you to make a Dexterity saving throw for half damage:
- +2 to roll
- Take no damage if you succeed and only half damage if you fail
- Against normally unavoidable attacks such as magic missiles or certain weapons:
- Requires you to be able to see the attack and have an available reaction. Have the attacker make a spell or weapon attack roll and roll against it at disadvantage
- Use up your reaction if you succeed and negate the attack.
- Take normal damage if you fail.
- Against normal melee or ranged weapon and spell attacks and attack sequences such as a barrage of eldritch blasts.
- Note that extra attacks, such as a fighter gets, do not count as attack sequences, but each attack is considered separately.
- Requires you to be able to see the attack and have an available reaction. Roll at +2
- Use up your reaction if you succeed and negate the attack for yourself and those within 5' of you as you parry, deflect and dodge.
- Take normal damage if you fail.
- Against effects, including spells and attacks like Dragon breath, that allow you to make a Dexterity saving throw for half damage:
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Posted Jul 11, 2022Do you roll against the attacker's attack roll?
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Posted Oct 13, 2022You should also state that it's a +2 to Dex saves against area of effect abilities that require a dex save. I'm also confused why there is any talk about athletics. It should probably just be acrobatics.