Skip to content

Athletics

Strength, Armor Check Penalty Applies

Athletics represents one’s ability to climb, swim, and generally perform feats of strength. It is most often used during combat but is useful in skill challenges and mobility in various terrain. Like Acrobatics, it might, in a rare situation, be used in performances.


Break

  • Single Action
  • Proficient Only: No

You can use an Athletics check to break an object, smash a door or wall down, or break structures. Breaking most objects requires a DC 15 + Hardness Score of the item. However, those that have the Breakable tag only need a DC 10 + Hardness Score and those that have the Durable tag need a DC 20 + Hardness Score.


Break Grapple

  • Single Action
  • Proficient Only: No

This action is made escape the Grabbed condition by using strength to break free. This is against the opponent’s Passive Athletics or a listed DC for the triggering cause. The other option to remove the Grabbed condition is through using Acrobatics with the Escape action.


Climb

  • Single Action
  • Proficient Only: No

Athletics can be used to climb a number of feet equal to a quarter your speed. Certain common circumstances might grant bonuses, such as a rope, ladder, or climbing gear, a rough surface, or having Assist bonuses while others might impose penalties like a slippery surface, high winds or rough weather, or restricted movement.

The starting DC for a surface is usually 20. If it has a lot of handholds, such as with a rough surface, or you are using rope or climbing gear the DC decreases to 15. Use of a ladder usually negates the need to roll an Athletics check. But if a check is still needed, a ladder is typically a DC 10. Slippery surfaces or high winds can boost a DC as high as 30 while restricted movement can increase the DC or simply prevent climbing altogether.


Jump

  • Single Action
  • Proficient Only: No

The Jump action is to jump a distance. Certain common circumstances might grant bonuses, such as a running start, using a pole, or having Assist bonuses while others might impose penalties like a slippery surface, higher or longer distances, or restricted movement.

Jumps of less than 5 feet normally do not need a check. 10 feet in normal conditions needs a DC 15, while a running start or pole can reduce this to DC 10. Difficult conditions like slippery surfaces increase the DC by 5. Further, every 5 feet longer or 2.5 feet higher, the DC increases by 5. Restricted movement can increase the DC or simply prevent climbing altogether.


Swim

  • Single Action
  • Proficient Only: No

You can use Athletics checks to swim a number of feet equal to a quarter your speed. Certain common circumstances might grant bonuses, such as a planks or other floating gear while others might impose penalties like a strong current or rough water.

Swimming in still water is a DC 10, while those with currents increase to DC 15, and those with strong currents or waves can go up to DC 20. Planks or floating gear can reduce the DC by 5 to 10 depending on the circumstances. Storms can add anywhere from 5 to 20 on a DC, with the higher end occurring during hurricanes. Riptides add 10 to the DC.