More specifically, I’m confused about when to add weapon damage: if the defender rolls as many 6s as the attacker, does the defender still suffer weapon damage or is the attack neutralized altogether?
I am currently playing a multi-class Cleric 5 / Rogue 2 and at times I have managed to kite melee mobs successfully using my Cunning Action to Disengage, then my movement and then using a ranged attack, which has worked fine for most of the time. Sometimes though I get pounced on by several melee mobs at once (3-5), especially when we face tactical mobs. In this case I have ended up in a loop where they catch up with me each time because I am having to use my Cunning Action to Disengage, instead of Dash.
Sometimes, I just want to get away quite far by using Dash instead, without getting pummeled by the opportunity attacks in the process. I want to get more distance between me and the mobs so they cannot catch up with me in their next move.
Basically, I want to be able to use Dodge as my Action so that when I move out of melee range from the 3-5 mobs there is less of a chance the mobs will hit me in the process, with 3-5 opportunity attacks. We’ve not tried this in our campaign yet, so I want some confirmation about how this works and whether the 3-5 melee mobs who are right next to me would get disadvantage on their opportunity attacks as I try to dash off?
I especially appreciate answers that contain play-tested experience from DMs who have managed this situation or players who have actually played as a Rogue.
Can you reduce spirit weapon attacks and spells with Uncanny Dodge? I’m not too clear seeing the hability description.
Suppose I have to run 300 feet across an open field from one area of full cover to another. The entire time I’m in the open, I will be taking incoming ranged attacks, and I want to minimize the number of attacks that hit me as I cross the field. My speed is 30. I have 2 options:
- Take the dodge action each round and move 30 feet per round for 10 rounds, thus facing 10 rounds of attacks at disadvantage.
- Take the dash action and move 60 feet each round for 5 rounds, thus facing 5 rounds of attacks without disadvantage.
Which of these 2 options results in fewer attacks hitting me on average? If the answer depends on the roll needed to hit, when is it better to use one or the other?
(For simplicity, you can assume there is 1 incoming attack per round, although the result should be the same for any number of attacks. You can also assume that all attacks have the same modifier.)
Shield Master: a) add shield’s AC to Dexterity saving throw; b) for Dexterity saving throws to do with effect you receive either no damage on a save; half damage* on a fail. (PHB p.170)
Uncanny Dodge: use Reaction to only get half damage* done by an attack. (PHB p.96)
Evasion: for area of effect damage requiring a Dexterity saving throw, you receive either no damage on a save; half damage* on a fail. (PHB p. 96)
What protects me better from damage: Plate armour and a Shield, or Dodge?
I am playing a Cleric mainly but I took one level in Rogue as it helped me with the Expertise. Now I am thinking about taking one more level as a Rogue. I want to know what has more potential to reduce damage for my PC. In the party I tend to have a balance of doing damage and doing some healing. My character is one PCs that tends to take quite a lot of the brunt of the fight and I want to reduce the overall damage I get.
Currently I am wearing Studded Leather and Shield, with a +4 Dex bonus = AC 18. I have been thinking of trading in my Studded Leather and using Plate Armour and a Shield instead to reduce damage. I have proficiency in Heavy Armour and Shields, so I could have an AC 20. I could take a level in Cleric which would give me +2 on an ability, which I could use to bring my Strength up to 15 so that I can wear Plate armour.
But, recently in a fight I was getting quite low on Hit Points and I chose to use Dodge as my main action a few times. This reduced the damage I got a lot; I got hit less times because of the disadvantage on the mobs’ attack rolls.
I am now considering taking the extra level as a Rogue as it would give me Cunning Action so I could attack or heal as my main action and then use Dodge as my bonus action to minimise damage.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each o f your turns in combat. This action can b e used only to take the Dash, Disengage, or Hide action.
In my situation, is Dodge more effective at reducing overall damage than having an increase of +2 to my AC from having Plate armour and a Shield?
Please provide an example of the damage reduction in your anwer.
Thanks for you help with this.
Should it take a Reaction instead? Should it be limited to a number of times per day? I sometimes have trouble gauging the action economy. Just looking for opinions.
This question already has an answer here:
- Natural 20 when rolling with disadvantage 3 answers
If a player uses Dodge every attack made against it gets disadvantage, but a Nat 20 is considered an auto hit. Would this mean that the 20 would have to be rerolled or would the attack make it through the dodge?
The Feign Death spell begins with this line:
You touch a willing creature and put it into a cataleptic state that is indistinguishable from death.
I read this as flavor, since ‘cataleptic state’ isn’t defined by the game. It is still a very evocative description of the spell effects. Here’s a definition of a catalepsy pulled from Merriam-Webster:
Medical Definition of catalepsy. : a trancelike state of consciousness (as that occurring in catatonic schizophrenia) that is marked by a loss of voluntary motion and a fixed posture in which the limbs remain in whatever position they are place
Feign Death goes on to explicitly describe the effects of the spell in DND terms.
The target is blinded and incapacitated, and its speed drops to 0.
Emphasis is mine
Importantly, none of these conditions or effects prevents a creature from talking, moving their limbs, thinking, hearing, smelling, making saving throws as normal, or making ability checks as normal.
As Jeremy Crawford has said, being incapacitated doesn’t immobilize you. Typically, ‘incapacitated’ is wrapped up inside more specific conditions or effects that describe movement. For example, the paralyzed condition incapacitates a creature and also prevent’s movement/speech:
A paralyzed creature is incapacitated (see the condition) and can’t move or speak.
It seems to me that the RAW version of Feign Death and it’s “cataleptic state” would allow a creature to spend an hour flailing it’s arms around, singing 99 bottles of beer on the wall, and making DEX saves against the odd fireball. Maybe this is RAI, too, since the spell only works on a willing creature, who would presumably lay still and play dead. Unless they’re in it to delay a disease, or rolling around to shield themselves from a fireball.
Is this absurd? Am I understanding the spell correctly?
The rogue has the Uncanny Dodge class feature, which says this (PHB, pg. 96):
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
As pointed out in the answers to this question, if an attack has multiple damage types, you half all of it. So consider the Spiked Bone Club attack of the Grimlock (MM, pg. 175):
Spiked Bone Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.
The Grimlock attacks the level 5 rogue and hits, and the DM rolls damage. The first d4 gives a 2, giving a total of 5 bludgeoning damage, and the other d4 gives a 3, giving a total of 3 piercing damage. The grand total is 8 damage.
Given that damage is rounded down when halved, do we:
- round each individual total down, which in this example is (5 / 2) + (3 / 2) = 2 + 1 = 3?
- round down the grand total, which in this example is (5 + 3) / 2 = 8 / 2 = 4?