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Chases

What this is

A quick adjudication for whether one side can break contact with another. Most often invoked mid-combat when a side wants to flee, or before combat when one party wants to avoid an encounter outright. The procedure resolves the outcome.

For extended cinematic chase scenes (a race through a market, a rooftop sprint, a river pursuit), use the 5e chase rules at DMG 252.

Invoked by: Combat; Wilderness Encounters; DM judgment.
Invokes: nothing.
Returns to: the invoking procedure.

Step 1: Identify the fleeing and pursuing sides

The fleeing side is whoever wants to break contact. The pursuing side is whoever wants to prevent it.

Step 2: Compare speeds

Use each side's slowest member's walking speed (a group moves only as fast as its slowest member).

  • Fleeing speed exceeds pursuing speed by 10 ft or more: clean escape. The fleeing side disengages.
  • Pursuing speed exceeds fleeing speed by 10 ft or more: contact is maintained. The chase ends before it starts; combat continues.
  • Within 10 ft of each other: proceed to Step 3.

Step 3: Compare STR or CON

Each side rolls a contested Athletics (Strength) or Constitution check. Which check is determined by the DM based on the situation (Athletics for terrain navigation; Constitution for sustained sprint).

  • Use the leader's modifier, or the worst modifier in the group, depending on which best represents the side's pace.
  • Higher result wins.
  • Ties favor the fleeing side.

For a sustained sprint situation, the CON scores of the sides may simply be compared, with the higher score winning.

Modifiers

Condition Side affected Effect
Familiar terrain either Advantage
30+ ft head start at chase start Fleeing side Advantage
Cover available to break line of sight Fleeing side Advantage
Encumbered either Disadvantage
Wounded (any member below half HP) either Disadvantage

If both sides have the same condition, ignore it.

Outcome

  • Fleeing side wins: the chase ends; the fleeing side breaks contact.
  • Pursuing side wins: contact is maintained. If mid-combat, both sides continue fighting on the next round. The fleeing side may attempt another chase if circumstances change.