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Rules

Condition — Fleeing

Fleeing: must spend all actions moving away from source. Can still defend if cornered. Separate from Frightened. Devastating for melee combatants who must abandon position.

You are compelled to run away from the source of your fear.

Mechanical Effects:

  • You must spend all your actions trying to move away from the source of the Fleeing condition
  • You can't voluntarily move toward the source
  • You can use any movement type available (Stride, Fly, Burrow, etc.)
  • You can still use defensive actions if cornered (you're not helpless)
  • If you can't move (cornered, Immobilized), you can take other actions but must attempt to flee as soon as possible

How Applied:

  • Extreme Frightened effects (some spells cause Fleeing directly)
  • Monster fear abilities (dragon frightful presence, etc.)
  • Critical failures on saves vs. fear effects

How Removed:

  • Duration expiry
  • Moving far enough from the source (typically out of sight or beyond the effect's range)
  • Allies using effects that remove fear conditions
  • Remove fear or similar magic

Important Notes:

Tactical Impact: Fleeing removes a character from combat entirely. A Fleeing martial character runs away from the fight, potentially provoking reactions and abandoning position. It's one of the most tactically devastating conditions for front-line fighters.