Athletics
The Athletics skill measures you ability to engage in feats of physical prowess that engage the entire body, such as climbing, swimming, or weight lifting, but also dance and various sports.
Examples
- Strength (Athletics). Strength is used when the act requires raw physical force, such as breaking open a door or swimming against a powerful current.
- Dexterity (Athletics). Dexterity is used when engaging in athletic feats that require more refined bodily control and finesse, such as balancing on the edge of a cliff or performing a dance.
- Constitution (Athletics). Constitution is used in feats of physical endurance that require athleticism to be maintained, like climbing along a long rope or engaging in particularly exhaustion choreography.
- Intelligence (Athletics). Intelligence is used to recall information about physical feats, such as how to lift weights safely or the steps of a specific routine.
- Wisdom (Athletics). Wisdom is used to assess the skill behind feats of athleticism and also to tell how capable an individual may be in performing them.
- Charisma (Athletics). Charisma is used when attempting to educate or guide others in the process of imitating a particular feat of athleticism.
Athletics Actions
Strength
Brace | Strength [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 | Strength [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 | Strength [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 |
Overrun | Strength [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 | Strength [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 | Strength [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 |
Dexterity
Balance | Dexterity [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 |
Controlled Fall | Dexterity [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 Dexterity (Athletics) check. The DC is equal to the damage you would take from the fall.
Escape Bindings | Dexterity [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 | Dexterity [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 | Dexterity [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.
Constitution
Dig | Constitution [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 |