Acrobatics
Full rules text, use cases, and edge-case handling for this skill.
Description
Acrobatics covers balance, agility, and bodily control — staying upright on treacherous surfaces, tumbling through tight spaces, performing flips, and generally moving with grace under pressure. Where Athletics is about raw strength and power, Acrobatics is about finesse and coordination.
Check
The GM calls for an Acrobatics check when a character attempts a feat of agility or tries to maintain balance.
| Difficulty | DC |
|---|---|
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very Hard | 25 |
| Nearly Impossible | 30 |
Common Uses
- Staying on your feet on slippery or unstable surfaces (ice, a ship's deck in a storm)
- Moving through a creature's space without provoking opportunity attacks (DC set by GM)
- Keeping balance while being jostled or shoved
- Performing flips, tumbles, or acrobatic displays
- Escaping a grapple — Acrobatics (Dex) contested by the grappler's Athletics (Str)
Contested Checks
Escaping a grapple uses your choice of Acrobatics or Athletics, contested by the grappler's Athletics check. You pick whichever is higher for you.
Passive Score
Passive Acrobatics (10 + modifier) is rarely used but may apply when the GM determines whether a character avoids a hazard without being asked to roll — for example, reflexively catching themselves on a suddenly tilting floor.
Proficiency
Proficiency in Acrobatics adds your proficiency bonus to Dexterity (Acrobatics) checks. Characters who rely on Dexterity for combat (Monks, Rogues, Dexterity-based Fighters) typically benefit most from proficiency here, as it also covers grapple escapes.
Special
- Monk (Unarmored Movement): At higher levels, monks can run up walls and across liquids — the GM may still call for Acrobatics checks in extreme circumstances.
- Rogue: Acrobatics is a class skill; Rogues often use it to escape grapples and navigate difficult terrain without slowing down.
- Athlete (feat): Does not directly boost Acrobatics, but removes the movement cost for standing from prone — complementary to Acrobatics-heavy playstyles.
- Grapple escape: The choice between Acrobatics and Athletics to escape a grapple means a Dexterity-focused character is not at a disadvantage against a strong grappler.