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The Handy Haversack

Wilderness Chases

When a chase begins in the wilderness, the DM can use these rules to determine whether the pursuer catches their quarry.

Playing a Chase

A chase is played out over the course of rounds, during which each chase participant takes a turn.

Here Are the steps to follow in a chase:

  • 1. Establish positions. Determine how far apart the quarry and the pursuer are from each other. The quarry and the pursuer might each be an individual or a group. Over the course of the chase, the DM keeps track of this distance. You may use a dry-erase hex map in this kit to track distance. If you do so, you determine how many feet each hex represents: 5 feet, 10 feet, or more.
  • 2. Roll initiative. Everyone involved in the chase rolls initiative, determining the order of their turns in the chase.
  • 3. Roll for a complication. When your turn starts, roll a d20 and consult the Wilderness Chase Complications table to see if an unexpected event complicates your turn.
  • 4. Move And take an action. You can take one action on your turn, and before or after that action, you can move upto a distance equal to your speed. See the “Actions in Combat” sheet for the actions you can take during a chase (see the “Dashing” section on the other side of this sheet if you take the Dash Action). If you have a bonus action available, you also take it during your turn, but no more than once one each of your turns.
  • 5. Begin the next round. When Everyone Involved in the chase has had a turn, the round ends, and the DM determines whether the chase ends, as detailed in the “Ending a Chase” section on the other side of this sheet. If the chase doesn’t end, repeat steps 3—5 until it does.

Wilderness Chase Complications

d20 Complication
1 Your path takes you through a rough patch of brush. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to get past the brush. On failed check, the brush counts as 5feet of difficult terrain.
2 Uneven ground threatens to slow your progress. Make a DC 10 Dexterity (Acrobatics) check to navigate the area. On failed check, the ground counts as 10 feet of difficult terrain. d20
3 You run through a swarm of insects (see the Monster Manual For game statistics). The swarm makes an opportunity attack against you (+3 to hit; 4d4 piercing damage on a hit).
4 A stream, ravine, or rock bed blocks your path. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of difficult terrain.
5 Make a DC 10 Constitution saving throw. Ona failed save, you are blinded by blowing sand,dirt, ash, snow,or pollen until the end of your turn. While blinded in this way, your speed is halved.
6 A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On failed save, you fall 1d4 x 5 feet, taking 1d6 bludgeoning damage per 10 feet fallen as normal, and land prone.
7 You blunder into a snare. Make a DC 15 Dexterity saving throw. On failed save, you are caught in the snare and restrained. As an action, you or someone within 5 feet of you can make a DC 10 Strength check, freeing you on a success. The snare can also be destroyed; it has an AC of 10 and 5 hit points, and it is immune to poison and psychic damage. Complication
8 You are caught in a stampede of spooked animals. Make a DC 10 Dexterity saving throw. Ona failed save, you are knocked about and take 1d4 bludgeoning damage and 1d4 piercing damage.
9 Your path takes you near a patch of razorvine. Make a DC 15 Dexterity saving throw or use 10 feet of movement (your choice) to avoid the razorvine. On a failed save, you take 1d10 slashing damage.
10 One or more creatures in the area chase after you! The DM chooses these pursuers or rolls a d8 to determine them: (1) 2 brown bear, (2) 2d4 giant toad, (3) 1d4 poisonous snake, (4) 2d4 wolf, (5) 1 giant boar, (6) 2 dire wolf, (7) griffon, or (8) 1d12 giant rat (see the Monster Manual for the creatures' game statistics).
11-20 No complication.

Dashing

Over the course of a chase, you can take the Dash action a limited number of times before you risk exhaustion. That number equals 3 + your Constitution modifier. Each additional Dash action you take after that number during the chase requires you to succeed on a DC 10 Constitution check at the end of your turn or gain | level of exhaustion.

You drop out of the chase if your exhaustion reaches level 5, since your speed becomes0. By finishing a short or long rest, you can remove all the levels of exhaustion you gained by taking the Dash action additional times during the chase.

Reactions

During a chase, you can take reactions as normal, but you can’t make opportunity attacks against other chase participants, since you are all assumed to be moving in the same direction at the same time. However, chase participants can still be the targets of opportunity attacks from creatures not participating in the chase. For example, an adventurer who chases a bandit past a wolf in the woods might provoke an opportunity attack from the wolf.

Ending a Chase

A chase ends when one side or the other stops, when the quarry escapes, or when at least one pursuer is within 5 feet of a quarry.

If neither side gives up the chase, the quarry can make a Dexterity (Stealth) check at the end of each round, after every participant in the chase has taken a turn. An incapacitated quarry can’t make this check, nor can a quarry without anything to hide behind. The check’s total is compared to the passive Wisdom (Perception) scores of the pursuers. If the quarry consists of multiple creatures, they all make the check. If the total of a quarry’s check is greater than the highest passive score, that quarry escapes and is no longer in the chase.

The quarry gains advantage or disadvantage on the check based on prevailing circumstances, as shown in the Escape Factors table. If one or more factors give the quarry both advantage and disadvantage on its check, the quarry has neither, as usual.

Escape Factors

Factor Check Has…
Quarry has many things to hide behind Advantage
Quarry is in a very crowded or noisy area Advantage
Quarry has few things to hide behind Disadvantage
Quarry is in an uncrowded or quiet area Disadvantage
The lead pursue ris a ranger or has proficiency in Survival Disadvantage

Escape doesn’t necessarily mean a quarry has outpaced pursuers. For example, in the mountains, escape might mean the quarry ducked into a crevice or a hollow log.

Splitting Up

Creatures being chased can split up into smaller groups. This tactic forces pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of the next, and so on, tracking the distances for each separate group.

Role Reversal

During a chase,it’s possible for the pursuers to become the quarry. For example, characters chasing a bandit through the woods might draw unwanted attention from other bandits. As they pursue the fleeing bandit, they must also evade the bandits pursuing them. Roll initiative for the new arrivals, and run both chases simultaneously. In another scenario, the fleeing bandit might run into the waiting arms of their accomplices. The outnumbered characters might decide to flee with the bandits in pursuit