D&D 5E Evasive Footwork???

The ability only lasts for your current turn, and includes all of your movement even if you attack mid way through, open a door, fall prone and stand up afterwards.

Your turn. Your movement. Simple.

Funny, I didn't read any of that in the OP's rule quote. It doesn't say "you get a bonus to AC for your turn." It says, "when you move . . . until you stop moving."

Now, let's look at some official WotC guidance, since I'm not (yet) trying to read into it. The online Player's Basic Rules says:
You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.
First, this is called "Breaking Up Your Move," not "Continuously Moving." Second, when you move another 20 feet, it doesn't say "keep moving your next 20 feet." Or, "continue moving the rest of your movement." If WotC wanted to imply uninterrupted movement, they failed miserably.

NOW to read into it, look at the Rules As Intended. The feature is called "Evasive Footwork." If you're attacking, you're probably not evading. If you're taking any other action, (besides Disengage or Dodge) you're not focusing on being "evasive." Why would they give it that name, if you could attack, cast a spell, search, use an object, or do whatever, while doing it?

For those of you who actually care about RAI, you see what I mean. For you RAW folks . . . hold your breath for an official clarification. Keep holding. A little longer...
 

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For those of you who actually care about RAI, you see what I mean. For you RAW folks . . .
I care about RAI, and I do not see what you see. You only get one move per turn. as long as you are using movement during your turn, you have not "stopped moving" per the intent of the rules. IE: a character moving from point A to point B may use an action somewhere along the way, he is allowed to continue his movement after the action.

In fact, the RAW under Breaking up your Move, refers to using some of your speed, acting, and then using the rest of your speed. Nowhere does it say that you stop moving.
BasicRules said:
You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take your action, and then move 20 feet.
 


I am sure it does not last beyond the turn, and I am pretty sure it only lasts during your actual movement during the turn.

But I can see why others feel differently. I think it makes it too powerful if it goes for multiple turns. I also think they would have worded it *very* differently if they intended it to go multiple turns.

For instance... do you have to move all 30' each turn? OR Dash for 60'? Or is any movement enough, so 5' a turn?
 

For instance... do you have to move all 30' each turn? OR Dash for 60'? Or is any movement enough, so 5' a turn?

The way I am running it, is that you need to move your full movement rate for the turn and any stopping (opening a door, interacting with an object you aren't carrying, etc.) ends the effect. The best way to stop an evading fighter is to grapple. If you hit with the grapple (which doesn't use AC so the odds remain normal) then the target is stopped even if they escape on their turn.

Since an evasive fighter is rather easy to stop from moving, I don't think allowing the ability to last multiple turns really breaks anything. YMMV.
 

I would rule that it works for all the movement of that turn. When the PC ends their turn, the effect is effectively over.

It's a nice little maneuver, too. Roll your SD, do an end run past a room full of undead minions, and sack the necromancer at the altar. Touchdown dance optional.
 

If you're taking any other action, (besides Disengage or Dodge) you're not focusing on being "evasive." Why would they give it that name, if you could attack, cast a spell, search, use an object, or do whatever, while doing it?

Don't go by the name. Disengage 9/10 is used by rogues while not engaged and for rushing past enemies to get to the weaker ranged ones behind or to step in, attack and step back.
 

Evasive Footwork is great for assaulting fortified positions.

You can burst into a room or across a bridge or whatever where enemies have readied their actions to fire or attack anyone who comes in range. You soak their readied attacks and their opportunity attacks to allow your team to rush in and over power them.

It is not the only ability in the game which gives a huge numbered bonus to your AC.
 

Can I take it we are all agreed that there has been no official clarification (since that was the OP's question)?

Now, on to the argument that led to the question...

I care about RAI, and I do not see what you see. You only get one move per turn.
There is no such thing as "a move" or "a move action" in 5E. You get 30 feet of movement per turn, which you can use as you see fit--before your action, after your action, sometimes even during your action (e.g., if you have Extra Attack). Moving is not an action.

I read this rule as referring to the game fiction: When your character stops moving, the benefit ends. Keeping in mind that the turn structure of D&D is an artificial sequencing of often-simultaneous events, I'd be generous with this. If you move-attack-move, you could argue you were striking as you ran past the enemy, so you were moving the whole time. On the other hand, if you move 5 feet, hit a tripwire, and fall prone, you have stopped moving, even if you then stand up and move another 10 feet on the same turn.

(For sanity's sake, I would also rule the benefit ends at the end of your turn, even if you keep moving next turn in the same direction.)
 

(For sanity's sake, I would also rule the benefit ends at the end of your turn, even if you keep moving next turn in the same direction.)

Thank you. This should neatly wrap up the "but my character never stopped moving" arguments:

If the ability doesn't end until your character stops moving in-game, then it could never end. I hope it's obvious enough that the game designers didn't intend (RAI) to give fighters a boosted AC into perpetuity.

But then, these are the same designers that thought regaining all HP in 8 hours was a good idea...
 

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