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.
Base DC | Examples |
---|---|
10 | |
15 | |
20 | |
25 | |
30 | A 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.
Base DC | Examples |
---|---|
10 | Loose vines or cloth |
15 | Rope |
20 | Manacles |
25 | Dimensional Shackles |
30 | Full-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.
Base DC | Examples |
---|---|
10 | Ladder, steep slope, low-branched tree |
15 | Rigging, rope, typical tree |
20 | Wall with small handholds and footholds |
25 | Ceiling with handholds and footholds, rock wall |
30 | Smooth 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.
Base DC | Examples |
---|---|
10 | Loose soil or sand. |
15 | Packed dirt or snow |
20 | Rocky or root-filled ground |
25 | Solid stone, ice, or permafrost |
30 | Metal 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.
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.
Base DC | Examples |
---|---|
10 | Fabric, flimsy glass |
15 | Ice, sturdy glass |
20 | Wooden door, wooden portcullis |
25 | Sturdy wooden door, iron portcullis, metal bar |
30 | Stone 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.
Base DC | Examples |
---|---|
10 | Lake or other still water |
15 | Flowing water like a river |
20 | Swiftly flowing river |
25 | Stormy sea |
30 | Maelstrom, 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.