Fluid Motion (5e Feat)

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Fluid Motion

Prerequisites: Dexterity 13 or higher
Your movement is swift and fluid like water. You gain the following benefits:

  • While wearing light or no armor, you add your Dexterity modifier to your AC against opportunity attacks.
  • When you succeed on a Dexterity saving throw to halve the damage of an effect, you take no damage on a success instead.
  • When you are hit by an attack, you can use your reaction to dodge out of the way. Make a Dexterity saving throw against the result of the attack. On a success, you take no damage and the attack misses. You can use this trait once, and can't do it again until you finish a short or a long rest.
2.50
(2 votes)

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