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.