Geoarrge
Explorer
Because the RAW don't really offer much in the way of chasing/racing.
Concepts
Fatigue. Fatigue is a more temporary form of exhaustion. It stacks with exhaustion and follows the same progression of effects, except at level 6 you are unconscious, rather than dead.
Fatigue Saving Throw. Whenever you perform an athletic stunt, you must pass a Constitution saving throw or suffer one level of fatigue. The DC begins at 5 and increases by 1 for every athletic stunt you have performed since your last long rest. If you fail the saving throw by 10 or more points, you suffer one level of exhaustion instead of fatigue. If your fatigue saving throw DC has increased above 10, a short rest will reduce the DC back to 10.
Recovery. Any effect that heals at least one level of exhaustion heals all fatigue, including a long rest. A short rest heals 1d4 levels of fatigue. A lesser restoration spell may be used to heal 1d4 levels of fatigue.
New figures to track: 2. Fatigue, which can be put alongside exhaustion; and the running fatigue saving throw DC.
Athletic Stunts
Sprinting. Once a round, you may add five times the result of a Strength (Athletics) check, in feet, to your normal movement. If using the Dash action, add ten times the result of the Athletics check.
Marathon Running. Over a ten-minute period, add one-fifth of your base movement to the result of a Strength (Athletics) check, multiplied by one-tenth of a mile, to determine the distance you can cover in that period.
Combat. You may be required to make a fatigue save for every full minute spent in combat.
Racial Abilities. Some racial abilities may be modified to use this mechanic.
Concepts
Fatigue. Fatigue is a more temporary form of exhaustion. It stacks with exhaustion and follows the same progression of effects, except at level 6 you are unconscious, rather than dead.
Fatigue Saving Throw. Whenever you perform an athletic stunt, you must pass a Constitution saving throw or suffer one level of fatigue. The DC begins at 5 and increases by 1 for every athletic stunt you have performed since your last long rest. If you fail the saving throw by 10 or more points, you suffer one level of exhaustion instead of fatigue. If your fatigue saving throw DC has increased above 10, a short rest will reduce the DC back to 10.
Recovery. Any effect that heals at least one level of exhaustion heals all fatigue, including a long rest. A short rest heals 1d4 levels of fatigue. A lesser restoration spell may be used to heal 1d4 levels of fatigue.
New figures to track: 2. Fatigue, which can be put alongside exhaustion; and the running fatigue saving throw DC.
Athletic Stunts
Sprinting. Once a round, you may add five times the result of a Strength (Athletics) check, in feet, to your normal movement. If using the Dash action, add ten times the result of the Athletics check.
Marathon Running. Over a ten-minute period, add one-fifth of your base movement to the result of a Strength (Athletics) check, multiplied by one-tenth of a mile, to determine the distance you can cover in that period.
Combat. You may be required to make a fatigue save for every full minute spent in combat.
Racial Abilities. Some racial abilities may be modified to use this mechanic.