How to Run Chases in DnD 5e
An encounter design document Chase Visual Aid
While everyone rolls their chase initiative, you may think to
Rules from the Dungeon draw a map for the chase. But this can quickly become a
headache for you, due to most maps being the size of rooms,
Master's Guide or a single city block, not a football field that a chase might
There are rules for chases in the Dungeon Masters Guide need.
starting on page 252. They go over how to begin a chase, how So instead of a map, you should draw a number line. Ohh
to run a chase, how to end a chase, and how to complicate a yeah. A line with numbers on it.
chase to make it more interesting. These rules are a little Chases are tracked on a number line. The quarry and the
bare and you need some considerations when using them. pursuer each get their own row on the number line. There
This document hopes to lay out an alternative rule system for can be multiple rows for the quarry or pursuer, if their are
chases, that is based off those DMG rules. multiple participants in either group. The number line also
has a row for complications. See "Chase Complications" for
Beginning a Chase more details. As the quarry and pursuer move round by
round (r1, r2, r3, etc.), it is tracked on the number line.
Most chases will begin when a creature, known as the
quarry, tries to run away from another creature known as the
pursuer. Importantly, the quarry’s location is known by the
pursuer when the chase starts, otherwise it is not a chase, it
is a search.
A quarry may also be trying to run to a safe haven, which
can protect them from the pursuer. Not all chases have one.
An obvious example of a chase is when a monster tries to
flee combat, but a player character follows it, in hopes of
landing a final blow. This is a much different situation than if
a player character is invisible, makes a bunch of noise, and
guards start looking for them.
Setting Up a Chase For the example number line above, there is only one quarry
and one pursuer. The quarry has a safe haven it is trying to
Chases, much like combat, have some required setup before reach to escape the pursuer. The quarry has a movement
they can start running. speed of 30 feet, the pursuer 60 feet. A complication
Chase Initiative occurred to the pursuer on round 2, and to the quarry on
Chase Visual Aid (Optional, but very useful) round 3.
Quarry-Pursuer Starting Distances Starting Distances
Chase Initiative The quarry and pursuer start a chase a certain distance away
Chase initiative is similar to combat initiative. For combat from each other. This distance is up to you and depends on
initiative, which is all about who has the fast hands and the chase you are running. If using a chase number line, the
quickest reflexes, each participant makes a Dexterity check, quarry should start at location 0, and the pursuer at the
and the initiative order is made based on the results. location matching its distance from the quarry. This is a
For chase initiative, which is all about who can sustain a negative position, to indicate the pursuer is behind the
high speed and quickly overcome physical obstacles, each quarry. If applicable, the quarry’s safe haven location should
participant makes a Strength (Athletics) check, and the be noted on the number line. This is a positive position, to
initiative order is made based on the results. indicate it is ahead of the quarry. This, along with knowing
the movement speeds of the quarry and the pursuer, will give
You may choose a different check to act as the chase you a rough estimate how many rounds this chase can last.
initiative roll for your game. An athletics check is simply what
makes the most sense to me.
Alternative: Simple Initiative Alternative: Simple Distancing
If you have multiple pursuers and quarries, chase The distance between the quarry and pursuer is on
initiative can be a group roll, to minimize the a 1 to 10 scale, starting the chase at a distance of
number of initiatives. 1d6 + 4. If the pursuer is faster than the quarry, the
Or instead of chase initiative being determined distance is reduced by 1 each round. If the quarry
by an athletics check, it can be determined by a is faster, it is increased by 1 each round.
creature's speed. If creatures have the same speed,
the tie is determined by their Strength score.
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Running a Chase Random Complications
Once the chase starts you can run it just like a combat, but Without complicaitons, a chase is just a bunch of people, in
with one key difference. order, running.
A random complication is an obstacle that arises during
Movement During a Chase the chase that needs to be overcome. The nature of the
In combat, it is fine for a character to run up to a wolf, hit it random complication will depend on where the chase
with an attack, and then for the wolf on its turn to move 30 happens. See "Random Complication Tables" for an example
feet away. But when everyone is running in the same table.
direction, you don't want people getting super close together Only one random complication can occur in a round,
on one turn, then super far apart on the next, all while either at the start of the quarry’s turn, or at the start of the
moving at the same pace. It doesn’t feel right and can mess lead pursuer’s turn.
up a lot of the ranged based effects like spells and weapon A complication always occurs in any given round, unless
attacks. the chase is already too intense for a complication to be
Instead, chase participants can act as normal on their turn, added. At the start of the quarry's turn, roll on the random
but cannot move until the end of the round. Then at the end complication table to see if a complication occurs. If one does
of the round all chase participants move forward their full not occur, a complication automatically occurs at the start of
movement speed simultaneously! the lead pursuer's turn.
This stops characters from rubber banding like in a glitchy A complication does not disappear once someone has
video game turn to turn. overcome it, unless it was an instantaneous effect. This
Spells similar to teleport, such as misty step, can be means complications the quarry overcomes, now become
resolved on the turn they were cast, instead of at the end of obstacles the pursuers have to deal with, and complications
the round, due to them being instantaneous movement. the lead pursuer survives are still a threat to all the pursuers
behind them. To keep track of this, simply mark on your
Dashing During a Chase number line the location the complication occurred and keep
If a chase participant takes the dash action on their turn, that track of any participants that pass through that location. You
movement will be included in their end of round movement. may rule it is easier to get past a complication once someone
Taken from the DMG: else has run through it.
Proactive Complications
Dashing
The quarry can use their action to make a complication for
the pursuer at their current location, such as knocking over a
During the chase, a participant can freely use the Dash action cart of pots or releasing caged animals. It is up to you as the
a number of times equal to 3 + its Constitution modifier. Each DM to decide, what is required to over come this
additional Dash action it takes during the chase requires the complication and what the consequences of failing to
creature to succeed on a DC 10 Constitution check” overcome it are. Some example effects are:
important to note check not save “at the end of its turn or Failing a check to climb over a complication causes the
gain one level of exhaustion. target to move only half their movement speed at the end
of the round.
Failing a check to smash through a complication causes
You may supplement the flat DC 10 Constitution check of the the target to not move at the end of the round.
above rule with a mounting DC Constitution check. Instead Failing a save to avoid a complication causes the target to
of the DC being 10, the DC is 10 + 2 for every additional take damage.
dash a chase participant makes.
Alternative: Simple Dashing
During a chase a chase participant can Dash a
number of times equal to 3 + it's Constitution Alternative: Simple Complications
modifier. A target that fails a complication does not move at
If using Simple Distancing, the pursuer the end of the round.
decreases the distance between themselves and If using Simple Distancing, a quarry that fails to
the quarry by 1 every time they dash. overcome a complication causes the distance
The quarry increases the distance between between themselves and the pursuer to decrease
themselves and the pursuer by 1 every time they by 1. A pursuer that fails to overcome a
dash. complication causes the distance between
If both the pursuer and quarry dash on any given themselves and the quarry to increase by 1.
round, make a contested Strength (Athletics)
check. If the pursuer wins, the distance between
themselves and the quarry is decreased by 1. If the
quarry wins, the distance between themselves and
the pursuer is increased by 1.
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Random Complication Tables Ending a Chase
The complication tables in the DMG on page 254 can be There are at least four ways a chase can end:
used in a chase, but they do not perfectly align with the
mechanics laid out in these rules. Use with caution. The quarry stops, thus being immediately caught.
Chase Over Ice Complications
The pursuer stops, thus the quarry immediately escapes.
If either party dies, the chase ends.
This table assumes the chase occurs on top of a river covered The quarry escapes, either by reaching a safe heaven or
in ice. If anyone falls into the icy water, they should slipping into hiding.
immediately make a DC 10 Constitution saving throw, taking The pursuers catch up to the quarry and capture them
a point of exhaustion on a failed save.
The first three endings are self explanatory, though the
d20 Complication quarry or pursuer reaching 5 levels of exhaustion is an
The ice is slick here. Anyone that moves through this obvious way for them to occur.
area must make a DC 10 Dexterity saving throw or
1 The Quarry Escaping
slip, reducing their speed by half until the start of the
next round. If you had a safe haven for the quarry laid out from the
beginning of the chase, reaching it will most likely mean they
The ice is thin here. Anyone that moves through this
area causes the ice to crack underneath them. They
are safe and the chase is over. That does not mean they are
2
must use the dash action on their turn, or risk falling
safe forever, just the moment. Ducking into a gang hideout
into the bone chilling water. doesn’t mean the pursuers can never catch the quarry, it just
means they now have a mini dungeon to explore. The chase
A cold wind blasts either the pursuer or quarry! The is over, but perhaps a combat or exploration encounter
3
target must make a DC 10 Constitution save or begins.
become blinded until the start of the next round as As for the quarry escaping by slipping into hiding, it’s a
their eyes water. gamble. Instead of running for a turn, they need to use
Wide cracks in the ice are just ahead! Anyone that their movement and action to try to hide. This check
4 moves through this area must make a DC 10 automatically fails if they are in sight of the lead pursuer. A
Strength (Athletics) check, or fall into the water. Dexterity (Stealth) check can work for this, but if the quarry
This area is covered in snow. It counts as difficult is trying to blend into a crowd, a Charisma (Stealth) check is
5
terrain for anyone that moves through it on foot. a good alternative. That check is then compared to the
passive Wisdom (Perception) of the lead pursuer, or several
The ice here has detached from the rest and is a pursuers if they are all close to the lead pursuer. Again, even
6
floating island! Anyone that moves through this area if the quarry successfully hides, that does not mean the
must make a DC 10 Dexterity (Acrobatics) check or pursuers give up completely. It just means the chase is over. A
fall into the water. skill challenge may start, where the quarry tries to find a
Wind has thrown shards of ice into the air! Everyone good place to bunker down until the pursuers give up their
7
in the chase must make a DC 10 Dexterity saving search.
throw, or take 1d4 of piercing damage and 1d4 of
cold damage as shards of ice stab into them. The Quarry is Captured
There is a hole in the ice here. Anyone that moves This is straight forward. If the pursuer can get close enough
through this area that has a passive Wisdom to the quarry to grapple them, cast the hold person spell, or
8
(Perception) less than 10 falls into the hole, reducing reduce their speed to 0 in some way, the quarry is captured. A
their speed by half until the start of the next round. struggle might commence, and the quarry might get free.
This would start another chase, though one that will most
An ice elemental roams this area. The first creature
each round that moves through this area must
likely be much shorter.
9
contest the elemental's grapple check or become
grappled by the elemental.
An ice mephit has appeared here! The first creature
10 each round that moves through this area is attacked Alternative: Simple Endings
by the ice mephit. When the pursuer gets within 5 feet of the quarry,
11- the quarry is captured. If the distance between the
No complication quarry and the pursuer is ever more than 5 times
20
the pursuers speed, the quarry escapes. This only
works for chases that start with the quarry and
pursuer close together.
If using Simple Distancing, if the distance
between the quarry and the pursuer reaches 10,
Enjoy! the quarry escapes. If the distance is reduced to 1,
the quarry is captured. The quarry can attempt to
From the Green DM slip into hiding when the distance between
Youtube: Green DM themselves and the pursuer is 7 or more.
Twitter: @YTGreenDM
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.