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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:
- Fleeing is separate from Frightened — Frightened is a penalty, Fleeing is forced movement
- You can be Fleeing without being Frightened (rare) or Frightened without Fleeing (common)
- Fleeing does NOT prevent reactions — you can still use Shield Block, Attack of Opportunity, etc. while fleeing