I need some clarification on what the limits of the 'danger sense' feature of the barbarian class are. My group recently ran into a scenario where they were participating in a race while riding giant tortises. As part of the encounter they needed to make an animal handling check to see if they could keep their mounts under control. If they failed the check, they would need to make a DEX saving throw to avoid being bucked off.
The barbarian failed the initial check and the tried to use 'danger sense' to get advantage on the dex save. The rules (phb 48) read:
At 2nd level, you gain an uncanny sense of when things are not as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
The way I read the rule, there is no way to 'dodge away' from danger here. The DEX save is to see if you can keep your balance or grab onto something. Am I wrong in ruling that 'danger sense' would not apply in this scenario?
In addition to the specific scenario above, part of this question is to establish where the limits of danger sense are. Clearly there are some expected cases where the feature does not apply, otherwise the text would simply be 'gains advantage on DEX saving throws'. However I'm having a hard time imagining a situation where a DEX saving throw is called for that doesn't involve SOME sort of sensory trigger that the player could perceive and react to. The goal is to give my players a reasonable expectation of when this ability is applicable so they don't feel cheated if it doesn't work.