New Action: Flee

If you run 60' away, they still have to take the dash action to catch up. So they can't hurt you that turn (unelss they have bonus actions).

So you can run away next turn as well. They will chase you, but can't hurt you, but you can't hurt it either. So you need to flee again.

Eventually, you need to do something different. Like duck into a small opening, slam a gate behind you, attempt to hide, or just turn around and fight (you dodge, and it get's a turn to attack).
All in all, it makes a pretty good sequence IMO.

Let's try "good for the goose, good for the gander":

Any foe who's movement is not half or lower of the PC's can always escape, barring ranged attacks/spells or immobilization.

I think that will get tired if the DM uses it to the degree it could be used.

Also it can allow someone with even a slightly higher movement (like a wood elf) to unbeatably kite. Auto disengage and dash. Moves further then the foe can catch up. Next round, fires and moves, so again more than one move away for a foe. Foe dashes to close. repeat.
 

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Change it. ...you cannot make an attack, cast a spell, or concentrate on anything until you are 1 mile away. Because. OH NOES. The monster is eating off my face. Flee as action, flee as bonus action. I am now 120 away. Next round I am 240 away. Third round I am 360 away and still in longbow range. And maybe some spell ranges depend on build.
Or you could just talk to your dm and say you run away.

FLEE
You impose the Frightened condition on yourself for 30 minutes, or 5 minutes after your last sight of the foes. If you ignore or are immune to the frightened condition, you may not take this action.
During this time, you may Disengage as a bonus action. You may only take the Dash action.

I thought about adding in a "Cornered Rat" option, but left it out.
 

Let's try "good for the goose, good for the gander":

Any foe who's movement is not half or lower of the PC's can always escape, barring ranged attacks/spells or immobilization.

I think that will get tired if the DM uses it to the degree it could be used.
I'm not seeing an issue with monsters run away. It let's them come back later for revenge and such.
As long as the players still get XP anyways.

Also it can allow someone with even a slightly higher movement (like a wood elf) to unbeatably kite. Auto disengage and dash. Moves further then the foe can catch up. Next round, fires and moves, so again more than one move away for a foe. Foe dashes to close. repeat.
They can already do that with just a regular dash.
 

FLEE
You impose the Frightened condition on yourself for 30 minutes, or 5 minutes after your last sight of the foes. If you ignore or are immune to the frightened condition, you may not take this action.
During this time, you may Disengage as a bonus action. You may only take the Dash action.

I thought about adding in a "Cornered Rat" option, but left it out.
I'm a bit iffy about the "immune to frightened" thing... (thinking about casting heroism on a target so they can't run).
But otherwise, it works.


Edit: Seem like you should be able to take the hide action as well.
 

They can already do that with just a regular dash.

Nope. Here's what I had wrote:

Also it can allow someone with even a slightly higher movement (like a wood elf) to unbeatably kite. Auto disengage and dash. Moves further then the foe can catch up. Next round, fires and moves, so again more than one move away for a foe. Foe dashes to close. repeat.

Here it is without disengage:

Suck an attack of opportunity and dash. Moves further then the foe can catch up. Next round, fires and moves, so again more than one move away for a foe. Foe dashes to close. repeat.

In other words, the foe gets to Opportunity Attack you every other round when they've caught up before you run. That's not "unbeatable" kite, just "favored rate of exchange" kite.
 

To me escaping is more an issue of stealth than speed.

I have not found a need for more rules for how to run. Usually an extended chase contest can be used if its important and often those come down to CON if you cannot hide.

But mostly, its pretty rare that ongoing pursuits go on for long. Once you are out of their area, many wont rush headlong outside that...you know, into the ambush... Unless you gave them very good reason.
 

If the PCs can flee, the monsters can pursue. IMO, you're just extending the distances over which these things can happen in a given round with the introduction of the additional mechanics.
 

FLEE
You impose the Frightened condition on yourself for 30 minutes, or 5 minutes after your last sight of the foes. If you ignore or are immune to the frightened condition, you may not take this action.
During this time, you may Disengage as a bonus action. You may only take the Dash action.
I like this idea. Tweaking it a bit:

Rout
Choose an enemy you can see. You must move your speed directly away from that enemy; this does not provoke opportunity attacks from the chosen enemy. Until the start of your next turn, you are frightened and you can't take actions.

At the start of your next turn, make a Wisdom saving throw. The DC is 20 if there are enemies in sight, or 15 otherwise. If you fail, you immediately Rout again.
 

How about a variant that doesn't step on monks' or rogues' toes:

Opportunity Retreat
If you have taken the Dash or Disengage action on your last turn, you can use your reaction to move your full speed if an enemy approaches within 10 feet of you. This movement cannot take you closer to that creature. After taking an Opportunity Retreat, you gain the Frightened condition until the end of your next turn.
 

Suck an attack of opportunity and dash. Moves further then the foe can catch up. Next round, fires and moves, so again more than one move away for a foe. Foe dashes to close. repeat.

In other words, the foe gets to Opportunity Attack you every other round when they've caught up before you run. That's not "unbeatable" kite, just "favored rate of exchange" kite.
1: Start 70' away, and attack.
2: They are move 60' to 10'.
3: Then spend 6 turns dashing away, gaining 10' each time.
4: Your now 70' away, and can attack.
5: Repeat as until you win.


Though, I like your "until out of sight" idea.

Flee: You cannot attack, cast a spell, or concentrate, and are afraid of the enemy. Your speed is increased by 10', and you can disengage as a bonus action. This effect lasts until you are out of sight of hostile creatures for 1 minute.
 
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