Sorry for the request - I'm looking for the rule that covers how long a creature can take the Dash action before becoming exhausted or having to rest. Can someone point it out to me, please?
The only thing I can find that defines movement and exhaustion is (PHB 181/182):
Forced March. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion. For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion...
While it doesn't cover Dash action specifically it does give an idea on how one might work it into a ruling, however that would be a house rule vs book rule.
During the chase, a participant can freely use the Dash action a number of times equal to 3 + its Constitution modifier. Each additional Dashaction it takes during the chase requires the creature to succeed on a DC 10 Constitution check at the end of its turn or gain one level of exhaustion.
A participant drops out of the chase if its exhaustion reaches level 5, since its speed becomes 0. A creature can remove the levels of exhaustion it gained during the chase by finishing a short or long rest.
During the chase, a participant can freely use the Dash action a number of times equal to 3 + its Constitution modifier. Each additional Dashaction it takes during the chase requires the creature to succeed on a DC 10 Constitution check at the end of its turn or gain one level of exhaustion.
A participant drops out of the chase if its exhaustion reaches level 5, since its speed becomes 0. A creature can remove the levels of exhaustion it gained during the chase by finishing a short or long rest.
Bear in mind that's an optional rule meant to be used in chases. It shouldn't apply to an active combat where one character is using the Dash action every turn.
As it is RAW, there's no restriction on the number of times a character can use Dash in a combat, the Con of Dash is allready that you take your action for it, so you can't do anything else while dashing anyways, so no need to give exhaustion or anything when you use it constantly.
Off course there's some items/spells/feats/class feats that allows you to use Dash even more or to do other stuff after/before dashing(Rogues), but they arn't that widespread.
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"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
OK, we are facing a monk with legendary actions that lets him move away without dashing because it doesn't say dash. How should it be played because during chase rules because he is moving 220 ft a turn and not dashing and if he choses to dash, he will spend a ki point and double dash with at minimum 6 dashes without needing a dc check.
OK, we are facing a monk with legendary actions that lets him move away without dashing because it doesn't say dash. How should it be played because during chase rules because he is moving 220 ft a turn and not dashing and if he choses to dash, he will spend a ki point and double dash with at minimum 6 dashes without needing a dc check.
This is really up to the DM.
Are you in a chase or in combat?
If you are in a chase the DM MAY decide to use the optional chase rules in the DMG but they may also choose not to.
If you are in combat the chase rules do not apply, let the DM play his character and you play yours, as your PC sees their abilities and strategies devise decide what things your character can best do to counter them, spells like hold person or slow could be very effective in this situation or someone could try to grapple the monk reducing his speed to 0.
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Sorry for the request - I'm looking for the rule that covers how long a creature can take the Dash action before becoming exhausted or having to rest. Can someone point it out to me, please?
The only thing I can find that defines movement and exhaustion is (PHB 181/182):
While it doesn't cover Dash action specifically it does give an idea on how one might work it into a ruling, however that would be a house rule vs book rule.
The is this bit from chase rules in DMG (https://www.dndbeyond.com/compendium/rules/dmg/running-the-game#RunningtheChase):
Good catch, I forgot all about chase rules.
Thank you! I didn't think to look in the DMG.
Bear in mind that's an optional rule meant to be used in chases. It shouldn't apply to an active combat where one character is using the Dash action every turn.
As it is RAW, there's no restriction on the number of times a character can use Dash in a combat, the Con of Dash is allready that you take your action for it, so you can't do anything else while dashing anyways, so no need to give exhaustion or anything when you use it constantly.
Off course there's some items/spells/feats/class feats that allows you to use Dash even more or to do other stuff after/before dashing(Rogues), but they arn't that widespread.
"Normality is but an Illusion, Whats normal to the Spider, is only madness for the Fly"
Kain de Frostberg- Dark Knight - (Vengeance Pal3/ Hexblade 9), Port Mourn
Kain de Draakberg-Dark Knight lvl8-Avergreen(DitA)
OK, we are facing a monk with legendary actions that lets him move away without dashing because it doesn't say dash. How should it be played because during chase rules because he is moving 220 ft a turn and not dashing and if he choses to dash, he will spend a ki point and double dash with at minimum 6 dashes without needing a dc check.
This is really up to the DM.
Are you in a chase or in combat?
If you are in a chase the DM MAY decide to use the optional chase rules in the DMG but they may also choose not to.
If you are in combat the chase rules do not apply, let the DM play his character and you play yours, as your PC sees their abilities and strategies devise decide what things your character can best do to counter them, spells like hold person or slow could be very effective in this situation or someone could try to grapple the monk reducing his speed to 0.