"When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving." This is oddly described. Do you take it literally? I mean if I spent all my turns moving, you technically never stop moving...so would your armor class maintain this bonus? I know this is not what it means but if we assume it means exactly what it says, your armor class only is boosted while you move. So when you stop to attack, you would lose the bonus. Can someone clarify? Shouldn't it say "until the start of your next turn" or something like that? Thank you,
You stop moving at the end of your move. Even if, on the start of your next turn, the first thing you do is move again, the movement was not continuous. Once you had moved your 30 (or 25 or whatever) feet, you stopped. I suppose you could use the dash action to keep moving and have it in effect for 60 feet, but once your turn ends, you stop moving.
I'd rule it certainly doesn't mean until the start of your next turn, since you stopped moving at the end of your turn. And it doesn't even necessarily mean until the end of your (current) turn. You could use it, move 10 feet, attack something, and then move another 10 feet. In that case, it would apply during the first 10 feet of movement, but not during the second 10 feet.
You stop moving at the end of your move. Even if, on the start of your next turn, the first thing you do is move again, the movement was not continuous. Once you had moved your 30 (or 25 or whatever) feet, you stopped. I suppose you could use the dash action to keep moving and have it in effect for 60 feet, but once your turn ends, you stop moving.
I'd rule it certainly doesn't mean until the start of your next turn, since you stopped moving at the end of your turn. And it doesn't even necessarily mean until the end of your (current) turn. You could use it, move 10 feet, attack something, and then move another 10 feet. In that case, it would apply during the first 10 feet of movement, but not during the second 10 feet.
I do not see the purpose of this maneuver then unless used for opportunity attack defense, which is would be only somewhat useful. I guess if you were to charge through a group of defenders to get to their weak link, you could use this maneuver, otherwise, it makes no sense.
I think that’s exactly it. It helps against opportunity attacks. Maybe not useful all the time, but could be helpful on some occasions if you need to use your action for something besides disengage.
I dont agree with the end of your turn stopping your movement, but apparently most people do. Evasive footwork is basically useless if it only lasts for your turn which is a shame. I dont see the point in having such a useless ability. Yes you get a bonus to AC againgst AoO, but thats pointless, as i can just disarm or trip the target and not get AoO'd anyway.
I know its a bit OP to get a +12 to AC but thats not till lv18 and only if you roll a 12. On average you only get +6 to AC and at lv18 thats not that bad.
Also, its not hard to stop someones movement with spells or grapples causing them to loose the bonus.
Does it make the Defence fighting style pointles? No because that always applies, all day long. Evasive footwork is spending a resource and only last as long as your currently moving. If you spending a resource for an ablility, it should be stronger than a passive you get all day for free.
Im not sure why they decided you stop moving at the end of your turn. A turn is just an abstract 6 second time period. When your turn is over you havent actually stopped moving, your just paused in time.
Why anyone would want there to be a useless ability is beyond me, just cap the bonus to AC to half the superiority die instead of rolling and let it stay on till the BM actually stops moving.
The game has to separate actions to form a system of rules. While it may not be logical, you are only considered moving while using your move action. If they wanted the AC bonus to last until the next round they would have worded it as such.
Evasive Footwork is designed to let you get out of really tight spots. Those times where your movement could proc multiple reactions. It is a very niche maneuver, but that is not a unique quality. There are a certain subsection of maneuvers that get used all of the time. The others not so much. Considering non Archer fighters are generally on the front lines and have no easy method to disengage, I think it was a good addition to their kit even if it is overly niche for my tastes.
Simply put, I think its trash unless it lasts more than just your turn.
I plan on homebrewing it so that it continues until you cannot move and that the AC bonus is half your die (i.e. D8 gets you +4 AC). I'll probably make it so that you have to also make a concentration check if you get hit to maintain it.
Yes, generally the only people I see get excited about Evasive Footwork are the ones that do not know how it works.
Eihnlazer I think your "fix" is too powerful. Consider a 3rd level Eldritch Knight vs 3rd level Battlemaster with your version of evasive footwork. The EK can cast the shield spell twice a day. The battlemaster can now do twice as many "shields" (Having twice as many uses outweighs the extra point of AC from the shield spell)
Shield is also a reaction and you dont have to spend it if you never get hit. Evasive manuvers is a resource you spend before you need it and might never get used. You also loose the bonus from EM if you get tripped, or grappled, whereas shield can be cast even while prone.
My fix makes it balanced with spell useage, although i admit that without the change and just using it as its worded in the PHb its a bit too strong.
I'd argue your new version of evasive footwork is more powerful because it takes no action at all. A fighter that is diving head first into melee can be confident they will not waste a use of it.
The nature of Shield as a resource you only spend once you're hit is most prominent on spellcasters that are rarely attacked. Melee EK's with shield wish they could cast it every round
shield lasts until the start of your next turn tho, evasive footwork lasts until the end of your turn. EK gets +5 ac for two whole turns of combat but BM gets 4 for just the round? sounds like a change for the better.
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"When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving." This is oddly described. Do you take it literally? I mean if I spent all my turns moving, you technically never stop moving...so would your armor class maintain this bonus? I know this is not what it means but if we assume it means exactly what it says, your armor class only is boosted while you move. So when you stop to attack, you would lose the bonus. Can someone clarify? Shouldn't it say "until the start of your next turn" or something like that? Thank you,
You stop moving at the end of your move. Even if, on the start of your next turn, the first thing you do is move again, the movement was not continuous. Once you had moved your 30 (or 25 or whatever) feet, you stopped. I suppose you could use the dash action to keep moving and have it in effect for 60 feet, but once your turn ends, you stop moving.
I'd rule it certainly doesn't mean until the start of your next turn, since you stopped moving at the end of your turn. And it doesn't even necessarily mean until the end of your (current) turn. You could use it, move 10 feet, attack something, and then move another 10 feet. In that case, it would apply during the first 10 feet of movement, but not during the second 10 feet.
I do not see the purpose of this maneuver then unless used for opportunity attack defense, which is would be only somewhat useful. I guess if you were to charge through a group of defenders to get to their weak link, you could use this maneuver, otherwise, it makes no sense.
I think that’s exactly it. It helps against opportunity attacks. Maybe not useful all the time, but could be helpful on some occasions if you need to use your action for something besides disengage.
I dont agree with the end of your turn stopping your movement, but apparently most people do. Evasive footwork is basically useless if it only lasts for your turn which is a shame. I dont see the point in having such a useless ability. Yes you get a bonus to AC againgst AoO, but thats pointless, as i can just disarm or trip the target and not get AoO'd anyway.
I know its a bit OP to get a +12 to AC but thats not till lv18 and only if you roll a 12. On average you only get +6 to AC and at lv18 thats not that bad.
Also, its not hard to stop someones movement with spells or grapples causing them to loose the bonus.
Does it make the Defence fighting style pointles? No because that always applies, all day long. Evasive footwork is spending a resource and only last as long as your currently moving. If you spending a resource for an ablility, it should be stronger than a passive you get all day for free.
Im not sure why they decided you stop moving at the end of your turn. A turn is just an abstract 6 second time period. When your turn is over you havent actually stopped moving, your just paused in time.
Why anyone would want there to be a useless ability is beyond me, just cap the bonus to AC to half the superiority die instead of rolling and let it stay on till the BM actually stops moving.
The game has to separate actions to form a system of rules. While it may not be logical, you are only considered moving while using your move action. If they wanted the AC bonus to last until the next round they would have worded it as such.
Evasive Footwork is designed to let you get out of really tight spots. Those times where your movement could proc multiple reactions. It is a very niche maneuver, but that is not a unique quality. There are a certain subsection of maneuvers that get used all of the time. The others not so much. Considering non Archer fighters are generally on the front lines and have no easy method to disengage, I think it was a good addition to their kit even if it is overly niche for my tastes.
Simply put, I think its trash unless it lasts more than just your turn.
I plan on homebrewing it so that it continues until you cannot move and that the AC bonus is half your die (i.e. D8 gets you +4 AC). I'll probably make it so that you have to also make a concentration check if you get hit to maintain it.
Yes, generally the only people I see get excited about Evasive Footwork are the ones that do not know how it works.
Eihnlazer I think your "fix" is too powerful. Consider a 3rd level Eldritch Knight vs 3rd level Battlemaster with your version of evasive footwork. The EK can cast the shield spell twice a day. The battlemaster can now do twice as many "shields" (Having twice as many uses outweighs the extra point of AC from the shield spell)
Shield is also a reaction and you dont have to spend it if you never get hit. Evasive manuvers is a resource you spend before you need it and might never get used. You also loose the bonus from EM if you get tripped, or grappled, whereas shield can be cast even while prone.
My fix makes it balanced with spell useage, although i admit that without the change and just using it as its worded in the PHb its a bit too strong.
I'd argue your new version of evasive footwork is more powerful because it takes no action at all. A fighter that is diving head first into melee can be confident they will not waste a use of it.
The nature of Shield as a resource you only spend once you're hit is most prominent on spellcasters that are rarely attacked. Melee EK's with shield wish they could cast it every round
shield lasts until the start of your next turn tho, evasive footwork lasts until the end of your turn. EK gets +5 ac for two whole turns of combat but BM gets 4 for just the round? sounds like a change for the better.