Depends on classes. Rogues have an ability called uncanny dodge. That could be it.
if it’s dodge and attack or spell, that’s their armour class/ saving through. Their dexterity is added into their armour class representing their “I am not gonna get hit”ness. And their saving throws is their resist/get out of the way of something.
If it’s the dodge ACTION then they burn their action, and everything that attacks them before their next turn has disadvantage. Usually good if they are expecting a lot of attacks coming their way. Some subclasses can do this as a bonus action but those are the exception, not the rule
depends on the context. Is this a general question? Or was this a specific thing
so when my players ask if they can dodge what exactly would be my response
and can someone explain actions pls like when it's their turn
They use their action (or bonus action for some classes) to impose disadvantage on all attacks made against them until the start of their next turn. You can find the rules for the dodge action here
Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
so when my players ask if they can dodge what exactly would be my response
and can someone explain actions pls like when it's their turn
The dodge action in the rules is basically preparing to dodge everything they can.
If they are asking if they can dodge an attack that has already rolled as a hit: no, that is what AC is for. As mentioned by others some classes have features to avoid/reduce damage, but generally your character is already assumed to be trying not to get hit while performing other actions.
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so when my players ask if they can dodge what exactly would be my response
and can someone explain actions pls like when it's their turn
https://www.dndbeyond.com/sources/basic-rules/combat
Depends on classes. Rogues have an ability called uncanny dodge. That could be it.
if it’s dodge and attack or spell, that’s their armour class/ saving through. Their dexterity is added into their armour class representing their “I am not gonna get hit”ness. And their saving throws is their resist/get out of the way of something.
If it’s the dodge ACTION then they burn their action, and everything that attacks them before their next turn has disadvantage. Usually good if they are expecting a lot of attacks coming their way. Some subclasses can do this as a bonus action but those are the exception, not the rule
depends on the context. Is this a general question? Or was this a specific thing
They use their action (or bonus action for some classes) to impose disadvantage on all attacks made against them until the start of their next turn. You can find the rules for the dodge action here
Find my D&D Beyond articles here
when someone says the "dodge" it requires an action and until the start of their turn they make everyone else get disadvantage
edit: I just realized Davyd posted the exact same thing
Hollow unbreakable arrows are the most OP common magic item, and my current method of coming up with insane combat shenanigans.
if you make a steel pipe with one end closed and a nozzle on the other, you can enlarge it, fill with any liquid, and then drop concentration, creating a high pressure squirt gun. (or a pipe bomb, depending if it holds)
The dodge action in the rules is basically preparing to dodge everything they can.
If they are asking if they can dodge an attack that has already rolled as a hit: no, that is what AC is for. As mentioned by others some classes have features to avoid/reduce damage, but generally your character is already assumed to be trying not to get hit while performing other actions.