Acrobatics
An Acrobatics check covers your attempts to stay on your feet in a tricky situation, such as when you are trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. A GM might also call for an Acrobatics check to see if you can perform acrobatic stunts or feats of extreme flexibility, such as dives, rolls, somersaults, dances, or attempts at contortion. The base ability used is normally Dexterity.
Balance | Untrained
You move across a narrow surface or uneven ground, such as a ledge, tree roots, or similar terrain.
Base DC | Examples |
---|---|
10 | Tangled roots, uneven cobblestones |
15 | Wooden beam |
20 | Deep, loose gravel |
25 | Tightrope, smooth sheet of ice |
30 | Razor's edge, chunks of floor falling in midair |
Choreography | Untrained
You perform a dance or similar feat of acrobatics to impress, entertain, or distract someone (or yourself). Sometimes, these checks will involve a Charisma (Performance) check, made after the Dexterity (Acrobatics) check.
Base DC | Examples |
---|---|
10 | Basic line dance or a cartwheel |
15 | Ballroom dance or gymnastic routine |
20 | Rigorous or complex dance or a backflip |
25 | Expert-level dance, Olympic-level gymnastics routines |
30 | Otherworldly dance or acrobatics unfit for humanoids |
Controlled Fall | Trained
When you fall, you can use your Reaction to control your body, reducing the damage you take. Reduce the distance of your fall by your passive High Jump, then make a Dexterity (Acrobatics) check. The DC is equal to the damage you would take from the fall.
Escape Bindings | Trained
As an Action, you attempt to slip free of your shackles, be they rope or manacles. The escape DC for this ability varies depending on the bindings, but is usually the same as Break Bindings. Some bindings may be too tight for even the most skilled to slip free from.
Base DC | Examples |
---|---|
10 | Loose vines or cloth |
15 | Rope |
20 | Manacles |
25 | Dimensional Shackles |
30 | Full-body imprisonment, like a straitjacket |
Squeeze | Trained
You contort your body in ways beyond normal limitations in order to use an Action to squeeze through a space so small you can barely fit. This use is for exceptionally small spaces that cannot normally accommodate the individual passing through; most narrow passages can be treated as Difficult Terrain, though its attack rolls and Dexterity saving throws are at Disadvantage and attack rolls against the creature have Advantage.
Base DC | Examples |
---|---|
10 | Crevasse just small enough to require a check |
15 | Narrow passage between stones |
20 | Area tight for creatures a size category smaller than you |
25 | Tight corridor with no room for movement |
30 | Space less than half your size |
Tumble | Untrained
A creature can try to tumble through a hostile creature’s space, ducking and weaving past the opponent. As an Action or a Bonus Action, the tumbler makes a Dexterity (Acrobatics) check against a DC that equals the hostile creature's passive Dexterity (Acrobatics). If the tumbler succeeds, it can move through the hostile creature’s space once this turn.