Athletics

An Athletics check covers difficult situations you encounter while climbing, jumping, or swimming. The base ability used is normally Strength.

Brace | Untrained

You attempt to brace up a structure or hold something closed, preventing an object from falling or someone from passing through. As an Action, you can make a Strength (Athletics) check. If you are attempting to actively brace something shut using your own strength, this check then becomes the DC for someone to pry it open. If you are attempting to brace up a structure or object, consult the DCs below.

Critical Success.
Success.
Failure.
Critical Failure. Knocked prone from the force of whatever you were bracing opening?
Base DCExamples
10 
15 
20 
25 
30A falling castle wall or other large structure

Break Bindings | Untrained

As an Action, you attempt to break free of your shackles, be they rope or manacles. The escape DC for this ability varies depending on the bindings. Some bindings may be too strong for even the mightiest to escape from.

Critical Success. You slip free of your bindings and take the Attack action, replacing one of your attacks with the successful check.
Success. You break free of your bindings.
Failure. You do not break free of your bindings.
Critical Failure. You do not break free of your bindings, and your attempt is discovered or some other complication is introduced to the scene.
Base DCExamples
10Loose vines or cloth
15Rope
20Manacles
25Dimensional Shackles
30Full-body imprisonment, like a straitjacket

Climb | Untrained

You move up, down, or across a surface. Unless the surface is a particularly easy, you may need to make an Athletics check. The DC is determined by the nature of the surface or other environmental circumstances. Your speed is always halved unless you have a climb speed. Frequently having a climb speed entirely negates the need for a Climb check for all but the riskiest of attempts; such creatures have Advantage on Climb checks when they have to make them.

Critical Success. You move across the surface, reducing your movement speed by a quarter instead of half.
Success. You move up to half your speed.
Failure. You must remain stationary and use your Action to keep hold of the surface you are climbing or you fall. If you fall, your turn ends.
Critical Failure. You fall and your turn ends. If you have your Reaction you may be permitted to attempt a Dexterity saving throw to grab on to whatever you fell from.
Base DCExamples
10Ladder, steep slope, low-branched tree
15Rigging, rope, typical tree
20Wall with small handholds and footholds
25Ceiling with handholds and footholds, rock wall
30Smooth surface

Dig | Untrained

You begin to dig a hole into the ground, or attempt to burrow your way out of collapsed debris. Unless the work is a particularly easy or leisurely, you may need to make an Athletics check. The DC is determined by the nature of the surface or other environmental circumstances. Armed with a shovel or similar tools, you can dig through 1 foot of terrain in a 5-foot square over the course of an hour. Without the proper tools or a natural burrow speed, these checks may be impossible, if not made with Disadvantage. Frequently having a burrow speed entirely negates the need for a Dig check for all but the riskiest of attempts; such creatures have Advantage on Dig checks when they have to make them.

Critical Success. You successfully dig through the terrain in half the time.
Success. You successfully dig through the terrain.
Failure. You fail to dig through the terrain, or doing so takes twice as long (DM's choice).
Critical Failure. You fail to dig through the terrain, or doing so takes twice as long (DM's choice). Additionally, you gain 1 level of fatigue.
Base DCExamples
10Loose soil or sand.
15Packed dirt or snow
20Rocky or root-filled ground
25Solid stone, ice, or permafrost
30Metal surfaces

Overrun | Untrained

When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an Action or a Bonus Action, the mover makes a Strength (Athletics) check against a DC that equals the hostile creature's passive Strength (Athletics). The creature attempting the overrun has Advantage on this check if it is larger than the hostile creature, or Disadvantage if it is smaller. If the mover succeeds, it can move through the hostile creature’s space once this turn.

Critical Success. You move through the hostile creature's space without treating the occupied space as difficult terrain.
Success. You move through the hostile creature's space, treating the occupied spaces as difficult terrain. If you don't have enough remaining movement speed to pass all the way through the space, you get the same effect as a failure.
Failure. You cannot pass through the hostile creature's space and the Action or Bonus Action is used.
Critical Failure. You cannot pass through the hostile creature's space and the Action or Bonus Action is used, and you fall prone or provoke an opportunity attack from the creature (your choice).

Pry Open | Untrained

By using your body, lever, or some other tool, you may use an Action to attempt to force open a door, gate, window, or some other container.

Critical Success. You open the door, gate, window, or other container and can avoid damaging it in the process.
Success. You manage to open the door, gate, window, or other container, but break it in the process. If it's especially sturdy the DM may have it take damage but not be entirely broken.
Failure. The attempt fails and the object remains firmly shut.
Critical Failure. The attempt jams the door, window, container, or gate, imposing Disadvantage on future attempts to pry it open.
Base DCExamples
10Fabric, flimsy glass
15Ice, sturdy glass
20Wooden door, wooden portcullis
25Sturdy wooden door, iron portcullis, metal bar
30Stone or iron door

Swim | Untrained

You propel yourself through the water. In calm water, a check is usually not needed, but otherwise the DC is determined by the turbulence and difficulty of the water in question. Your speed is always halved unless you have a swim speed. Frequently having a swim speed entirely negates the need for a Swim check for all but the riskiest of attempts; such creatures have Advantage on Swim checks when they have to make them.

Critical Success. You move through the water, reducing your movement speed by a quarter instead of half.
Success. You move up to half your speed.
Failure. You fail to propel yourself forward in a meaningful fashion, using all of your speed. If there is a current, you are carried away by it.
Critical Failure. You fall Prone, begin to Drown, and your turn ends. While drowning in this manner, you have Disadvantage on subsequent Swim checks.
Base DCExamples
10Lake or other still water
15Flowing water like a river
20Swiftly flowing river
25Stormy sea
30Maelstrom, waterfall

Three-Point Landing | Trained

When you fall, you can use your Reaction to lean into your momentum, reducing the damage you take. Reduce the distance of your fall by your passive High Jump, then make a Strength (Athletics) check. The DC is equal to the damage you would take from the fall.

Critical Success. You take half the damage from the fall and do not fall Prone.
Success. You take half the damage from the fall and fall Prone.
Failure. You take the full damage from the fall and fall Prone.
Critical Failure. Reroll the damage dice from the throw without the distance reduction and suffer the greater amount between the two results.