D&D 5e Chase Tool Calculator
Use this tool to adjudicate chases in 5th edition Dungeons and Dragons. A chase can occur whenever someone decides to flee from combat or as part of the narrative.
Creatures can make 3+Con mod Dash actions for free, each additional is a DC 10 con save or +1 exhaustion. Creature loses at 5 exhaustion, restored on short rest. Set distance to 0 for quarry. No opportunity attacks.
Name | Initiative | Distance | Dashes / Max (3+Con Mod) | Exhaustion | |
---|---|---|---|---|---|
👑 | / | / 5 |
Stealth
Each quarry makes a stealth check at the end of each round (after everyone has gone) vs the highest passive perception if they're not in line of sight of the closest pursuer. If their stealth check passes, they escape.
Stealth check gains advantage if there are many things to hide behind, are in a crowded or noisy area, etc. Disadvantage if there are few things to hide behind, uncrowded or quiet, the lead pursuer is a ranger or has proficiency in survival, etc.
Complications
Roll for complications after every turn, they affect the creature next in initiative. Can use inspiration to negate.
Urban Complication:
A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence check (your choice) to navigate the maze. On a failed check, the maze counts as 10 feet of difficult terrain.
Wilderness Complication:
You come upon a pack of dogs fighting over food. Make a DC 10 Dexterity (Acrobatics) check to get through the pack unimpeded. On a failed check, you are bitten and take 1d4 (4) piercing damage, and the dogs count as 5 feet of difficult terrain.
Generic Complication:
No complication.
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