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Escapes

A procedure for determining whether you can escape from creatures. For extended cinematic chase scenes, use the 5e chase rules at DMG 252.

Used by: Combat; Wilderness Encounters; Morale Checks; DM judgment.
Uses: nothing.
Goes back to: the invoking procedure.

Step 1: Start the escape

State your intent to escape. Roll initiative if not already in it and let combatants take one turn.

Step 2: Compare speeds

Compare your side's slowest speed to the pursuing side's fastest speed and see below.

Condition Result
Your speed is less than pursuing speed No escape possible. Resume turns in initiative.
Your speed is equal to pursuing speed and pursuers are closer than one full walking move No escape possible. Resume turns in initiative.
Your speed is double pursuing speed or more You escape. Initiative ends.
Anything else Initiative ends. Proceed to Step 3.

Step 3: Escape Bonus

Find your total bonus to escape.

Source Bonus
Every 5 ft your speed exceeds the pursuers' +6
Every point your Constitution modifier differs from the pursuers +3/-3
Every full walking move the pursuers would need to move to reach you +2

Step 4: Escape Check

Roll d20 + Escape Bonus against the Escape DC. The Escape DC is higher when there are more pursuers.

Number of pursuers 1–3 4–6 7–11 12+
Escape DC 10 14 16 18

Escape Factors

Condition Effect
Many things to hide behind Advantage
You are familiar with terrain, pursuers are not Advantage
Pursuers are familiar with terrain, you are not Disadvantage
You are encumbered* Disadvantage
(Wilderness only) Pursuer leader is a ranger or has proficiency in Survival* Disadvantage

* If this condition would apply to both sides, ignore it.

Stealth

If circumstances allow you to be hidden from the pursuers, you may substitute a Dexterity (Stealth) check against the pursuers' highest passive Perception for the Escape Check.

Outcome

  • You win: you have escaped. You have outpaced your pursuers or they cannot find you.
  • Pursuers win: the pursuers have caught you and are at the same distance they were at the end of initiative in Step 2. You have 1 level of exhaustion. Roll initiative.
  • You fail Stealth: the pursuers have caught you and are within 10' of you. Roll initiative.