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:
You run into a brawl in progress. Make a DC 15 Strength (Athletics), Dexterity (Acrobatics), or Charisma (Intimidation) check (your choice) to get past the brawlers unimpeded. On a failed check, you take 2d4 (5) bludgeoning damage, and the brawlers count as 10 feet of difficult terrain.
Wilderness Complication:
You are forced to make a sharp turn to avoid colliding with something impassable. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with something hard and take 1d4 (1) bludgeoning damage.
Generic Complication:
No complication.
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Shout outs: Stacey, John Nazario, Gordon Alexander Fallon, Gary, Sunscryer, and Max Puplett.
Their contribution stands as a beacon of hope for all adventurers!