Do you go to the dungeon?


Dash points

Whether you're pursuing or escaping, you start with 3 + [constitution modifier] dash points. (For example if you have +2 con you start with 5 dash points. If you've had a rest since the last dash.)

Overspending dash points

If you're out of dash points you can still keep on spendin'! Make a DC 10 con check (yes, check – doesn't count as save) or get a level of temporary exhaustion (on top of any normal exhaustion you may already have). These temp levels clear out on a short rest. If you get exhaustion level 5 you can't run no more!

Escape points

Pursuers have one pool of escape points per escaper they're pursuing. This starts at 0 if the chase started in a mêlée, or at the same number as the current volley round (i.e. 1 if it started in the last volley round.)


Speed check, attacks, then hide.

  1. Escaper checks speed vs every pursuer. (This might eat up some actions.)
  2. Everyone do attacks and other normal turn stuff. (To the extent they have actions left.)
  3. Escaper tries to hide. (This doesn't cost actions.)
  4. If not hidden from everyone yet, GOTO 1.


Compare the escaper's speed to each of the pursuers speeds. (Finally getting some payoff from keeping your encumbrance low!)

Anyone may spend their main action and a dash point to add their speed once more.

If you have Step of the Wind, Cunning Action or similar, you may also spend your bonus action and a dash point to do so. (You can do bonus and main, just bonus, just main, or neither.)

Each pursuer that an escaper beats in this way get one escape point from the escaper.

If the pursuer's speed is strictly higher than the escapers speed plus thirty, the pursuer gets rid of an escape point from that escaper. It can't go below zero.

(Note to DM: If the chase is in a mapped out area, such as a dungeon, here is your chance to record the participants specific positions, if they are in certain rooms etc.)


You can do attacks, subdue, grapple, spells etc as long as you have the actions left to do so. In the normal initiative order (hope you brought your torch, baby!). That's how you catch 'em!

If your target has any escape points from you, or you from them, you can only do ranged attacks (as if it were a volley round with that number).


Each escaper makes one dexterity vs wis check for each pursuer that have at least one escape point from them. If the dexterity check succeeds vs a pursuer, that escaper has gotten away from that pursuer. The pursuer can't do anything to that escaper unless someone else catches or subdues the escaper.

(This dexterity roll can have adv or disadv as per usual, see DMG p 253 for ideas.)

If the escaper gets away from everyone, well, then they've won the chase congrats!


If you're in an area where there is a complications table (usually there isn't), then here's where everyone rolls on it, in init order (so bring lights folks!) because it happens to the next person. (DMG p 253.)