Take a second to think about some of the most memorable chase scenes in cinema.
Hardboiled cop Popeye Doyle in The French Connection, weaving in and out of traffic in a madcap race to catch a train. James Bond, climbing a construction site in Casino Royale as his prey makes death-defying leaps across scaffolding. Indy and his friends in Indiana Jones and the Temple of Doom, piloting a mine cart as they flee from Thuggee pursuers.
Chase scenes remain in a viewer’s head forever. And with some planning, any Dungeon Master can create the same nail-biting moments in a game of Dungeons & Dragons, delivering just as many thrills as a combat encounter when done well.
The Rules of the Chase
Chase rules are located in Chapter 8 of the Dungeon Master’s Guide. Here are the most important points:
- Chases require a quarry and at least one pursuer, and in some instances, the pursuer can become the quarry. (For instance, if you’re running after a thief in a market and guards suddenly arrive, assume you’re the thief, and run after YOU instead.)
- The quarry should start the chase some distance ahead of the pursuer.
- Once that distance is determined, have all parties roll for initiative, but keep in mind that players are only allowed one action and one move. Bonus actions and reactions are not permitted, likely to streamline the chase and keep classes with high movement capabilities from catching the quarry too soon.
- Chase participants can freely use the Dash action 3 times plus their Constitution modifier. For every usage of Dash afterward, they must pass a DC 10 Constitution check or gain a level of exhaustion. Once they hit exhaustion level 5 and their speed drops to 0, they fall out of the chase.
- Every chase participant rolls a d20 at the end of their turn to see if complications occur. Complications are the bread and butter of D&D chases, and the Dungeon Master’s Guide presents two tables to consult from - Urban Chase Complications and Wilderness Chase Complications. More on those later, but one vital tidbit to remember: Complications affect the NEXT creature in the initiative order, not the one who just made their roll!
- Chases can end in a few ways: 1) When the quarry or pursuer drop from exhaustion, 2) When the pursuer catches up to the quarry, perhaps initiating normal combat rules, 3) When the quarry succeeds on a Dexterity (Stealth) check at the end of a round to hide (assuming they’ve escaped the pursuer’s sight), and my favorite, 4) When you, the DM, decide to call it!
Keeping these rules in mind, one thing is clear - a chase should be treated as a deliberate activity - a D&D mini-game - and there needs to be a clear delineation on the DM’s part to state: “Okay, now we’re in a chase scene. Your main goal is not to incapacitate this opponent, but to catch them.”
The Design of the Chase
Because chase rules are quite separate from normal D&D gameplay, I’ve found it best to only use them for critical story moments when you, as a DM, absolutely know that a chase is going to occur. Sure, you could also utilize them during a random battle when your players want to nab that fleeing bugbear, but I prefer my chases to be bold set pieces - for instance, a dash across the castle’s parapets in order to catch the assassin who’s poisoned the king!
Once the story impetus has been decided, consider whether you’ll run the chase as a Theater of the Mind exercise or on a tactical grid. Theater of the Mind may be easier since chases cover large distances and battle maps tend to make players think in terms of D&D’s normal movement rules, which are intended for small skirmishes where one square generally equals five feet. Or, if you’re playing virtually, using D&D Beyond’s shared dice rolling feature can keep everyone involved in watching the tension unfold.
Next, determine if your chase is an on-foot affair or if other forms of transportation will be involved. The rules assume that chase participants will be running, but you could put everyone on warhorses or even elephants simply by looking up the stat blocks on D&D Beyond. You could even use the stats of these mounts to represent vehicles that don’t have readily available stat blocks, which is a handy DM hack I’ve often used in the past.
Finally, when you’re running the chase itself, judiciously throw unpredictable hurdles at both the pursuers and the quarry at the end of each turn. The Chase Complications tables in the Dungeon Master’s Guide offer up great examples, like a stained glass window players have to jump through in an urban chase, or a swarm of insects that might collide with the party during a wilderness chase. I’d recommend tweaking these tables as appropriate for your campaign, since they barely scratch the surface of possibilities in more varied settings - for instance, snowy mountaintops. (Imagine a squad of feverish Chardlyn Berserkers chasing the heroes across an icy bridge in Icewind Dale: Rime of the Frostmaiden!)
Be aware that both tables in the Dungeon Master’s Guide state that d20 rolls of 11-20 lead to no complication. If you’d rather have no lulls in the action, try creating your own complications for these rolls. For example, in my Ghosts of Saltmarsh game, I had rolls from 11-15 result in chase participants crashing into important NPCs. One of my players rolled a 13, barrelled through the window of a Saltmarsh public bathroom, and came face to face with Oceanus, the sea elf she’d rescued ages ago from pirates. A hilarious moment was had by all - and then Oceanus joined the pursuit!
Lastly, chases are an incredible opportunity to flex your DM narration skills. A pursuer doesn’t just jump through that stained glass window - they catapult themselves into it like Batman, dozens of shards ripping their cloak as they somersault forward, barely getting up in time to catch a glimpse of their quarry’s feet darting down an alleyway to their right. That insect swarm doesn’t just make an attack of opportunity on the prey running past it - they lash out with their stingers in a dissonant symphony of frenzied buzzing. Amp up the colorful language, aim to recreate a film feel, and watch as the chase ends up leaving a deep impression on your players, just like the opening of Casino Royale.
The Thrill of the Chase
For a good chase template, look no further than Chapter 4 of Waterdeep: Dragon Heist, which features both street and rooftop chases. Personally, I’ll never forget the moment in this campaign when my rogue parkoured across Waterdeep’s chimneys trying to catch three-spined devils. The player before me rolled a 7 on the scene’s Rooftop Chase Complications table, and my DM said that the flagpole of Waterdeep’s Kara-Tur embassy was coming my way, threatening to slow me down.
Luckily, I made my DC 15 Dexterity saving throw - rolled a natural 20, in fact - and swung around the flagpole three times, cartwheeling into the air and nimbly joining my comrade as we lashed a flurry of daggers out at our foes.
That moment, I really felt the thrill of the chase - and the movie in my head was just as good as any I’d seen on screen.
Add some wild chases to your crazy mysteries and preorder Candlekeep Mysteries!
Jeremy Blum (@PixelGrotto) is a journalist, gaming blogger, comic book aficionado and fan of all forms of storytelling who rolled his first polyhedral dice while living in Hong Kong in 2017. Since then, he's never looked back, and loves roleplaying games for the chance to tell the tales that have been swirling in his head since childhood.
Great article, bizarrely I've been scouring the web for chase rules for a game I'm running in a few weeks..... chase thru the jungle at the end on the scenario
In a game I played in the dm had two kids run out a hut with a fully loaded jug of potion intended to treat a disease.
Turned out it was wrongly brewed so they were carrying a jug full of poison so two of us ran in pursuit calling to them only to be ignored.
So a tiefling and a wood elf ran almost into complete exhaustion as a round or two of dashing despite the kids being encumbered and the two of us should have been able to overtake within a few rounds.
Nope my character ended up with 2 levels of exhaustion despite that being unnecessary and idiotic for the rest of the adventure.
I was lucky the DM didn't have a clue about exhaustion rules and definitely didn't read this article or the dmg!
I wish I could say that was just the one time time but he takes a fierce delight in checks when it isn't necessary and by unnecessary I mean making a character make repeated checks against seasickness despite them wearing a periapt of health.
Sorry for venting but it highlights how important articles like this are!
Welcome and well done!
welcome, jeremy, i like your style
Really pleased articles are back. Cracking first article here by Jeremy :-)
Well, 270 ft per round, thanks to a really helpful coincidence, is 27 mph. So, that monk is moving at the speed of a normal IRL car on a road. At those speeds, you need a LOT of traction and torque to turn, so I would have them make dexterity(Acrobatics)* checks when they go around the many corners that I would recommend putting in the chase. The point is, 27 mph for a humanoid is downright reckless. Also, as I think was noted before(edit/clarification: noted before by someone else), put in a bunch of obstacles.
*Fine, no one styles it this way unless they are writing something official. "acrobatics", if you prefer.
I've noticed that characters with a move speed of 30 feet dashing often go 60 feet in a 6 second round. That's about 6 mph, which is jogging speed. It's a very low speed, although a heavily laden character has an excuse.
Especially when looking at horses, a real horse has a maximum top speed of about 55 mph, but 5e's riding horse only goes about 100 feet if dashing in a round, which is about 11 mph.
I had one memorable chase scene. Some of the party was absent leaving me, the tabaxi ranger, and our wood elf bard. We encountered an undead werewolf. After several nat 1s on our side, the werewolf ripped off the bards arm. I cast entangle to buy us some time to grab the bard and leap onto our carriage. The werewolf broke free of the spell and chased after us. We tried attacking it and casting spells but it kept chasing us. As we approached a town I grabbed the bard and jumped onto the horse. I cut the harness attaching the horse to the carriage and it crashed into the werewolf. The town guard came to attack it and we escaped. Later when we had the whole party we wrecked the undead werewolf and an undead wereboar. Then the necromancer that controlled them.
Thank you for the article, Jeremy, and welcome!
I like chases a lot!
To reduce math (me is dumb) I usually have players roll athletics checks each turn. That tells them how good they're running that turn, and if they're getting tired or not. Faster creatures get better modifiers, and every time one of the chasers wins by at least 5 points the quarry loses ground and they get closer. I keep track of distance with a dice (me is way dumber than you think), and each of these failures brings the dice down. Likewise, if the quarry makes a very good check, they gain a point (or more, if you believe it's appropriate) on their chase dice. Get to 0, and the quarry is caught. Beat the dice, and the quarry is gone. I can set up the dice to represent the character's ability to hide/outrun the chasers. Smaller dices (d4-d6) are for a strong quarry (a nimble/fast character not wearing any armor), while a weak one (a slow/encumbered character wearing heavy armor) gets a bigger dice (d8-d12). This means that it will take far more distance between a paladin and the chasers to effectively outrun them, while a thief might simply find a way to disappear with less ground between them.
Do you mean March 2020? There was no pandemic in March of 2019 in PA
Now this is kind of content I like to greet me at the homepage when I visit. Thank you, Jeremy.
Yeah, I'm guessing. Maybe they thought it was this month in 2020 and the pandemic had lasted about a year.
Ive been looking for an article like this for a while now. This was extremely helpful
In the future, I will DEFINITELY not allow bonus actions and reactions. I have only done two chase sequences so far (both Dragon Heist) and both of them were over before they started.
One time it was because a ranger used "Zephyr Strike" (a bonus action) and immediately caught up, initiating a battle. The other time a different ranger who I allowed to use the Unearthed Arcana stats for a Beast Master (a huge improvement, IMO) used their flying snake companion (speed 60 ft.) and some lucky rolls to murder the kenkus as they ran. I was worried about that one anyways, because the kenkus are just so squishy to begin with. I know in the book it says you can have another kenku appear and grab the stone of Golorr, but after a couple times it just feels cheap.
I love the idea of the chase, and hope to give it another shot in the future. Hoping the next time is a little more fulfilling!
Do you do that in normal combat, if they are not using their movement to go straight, too?
Well, however you want to do it, it's your table.
But to me, deciding that a chase is somehow magically more intense than a regular combat scene such that you lose features is just punishing people for being good at something. Rogue is super fast? Not when someone runs away from him. Monk can spend ki for a burst of speed? Sure, unless the enemy turns and runs. You can make the quarry a rogue or monk, too, and use their own speed, or pretty much anything else to avoid unreasonably taking things away from your players.
Yes, that is all a good point. It wouldn't make any sense to not let a rogue or monk be fast when it is just a natural part of their abilities. I just didn't happen to have a monk or a super fast rogue in either of these two situations, so that had not crossed my mind.
Thanks so much, I read this article 20 min before our session tonight and my players had an epic freakin chase. I didn't plan it but when the opportunity was there I couldn't help myself. It almost felt like that scene in the first Jurassic Park movie where the T-rex was chasing the car, except they where riding in a donkey cart down hill, being chased by some construct. Ridiculously epic stuff :)
Think about this as well.
You could rule that all those complications would use up your reaction anyway. If you are constantly dodging people, flagpoles, chickens.
I think it very fair to assume you would need to use bonus action & reaction to make sure you don't trip and fall of the ledge of a roof.
And as for ideas to make rogues and monks shine, why not give them bonuses?
Monks and Rogues already have a bonus on Dex saves anyway I think. And they typically have high dexterity.
But, maybe, as a house rule, you could allow a monk to spend a Ki point to get an advantage on a compilation DC check?
Also, a Rogue can get Evasion and Reliable Talent.
If you are proficient in acrobatics, then you could use reliable talent to ensure you don't fall.
Not to mention Rogues and Monks typically have high dexterity. So, I would think most of those rolls would be higher than the rest of the party?
That is true. However, this is D&D, which isn't always realistic. In fact, most times, it's not. If everyone goes 6 mph per round, it doesn't matter if it isn't normal. The characters still won't be really slow because the one they're chasing is (usually) around the same speed.