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.