Athletics
Full rules text, use cases, and edge-case handling for this skill.
Description
Athletics covers feats of physical power — climbing, swimming, jumping, and forcing your way through obstacles. It is the Strength-based counterpart to Acrobatics, representing raw muscle and endurance rather than finesse. Athletics also governs the grappling and shoving combat maneuvers.
Check
The GM calls for an Athletics check when physical exertion is uncertain or difficult.
| Difficulty | DC |
|---|---|
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very Hard | 25 |
| Nearly Impossible | 30 |
Common Uses
- Climbing a difficult surface (slick wall, overhanging cliff)
- Swimming against a strong current or through rough water
- Jumping a greater distance than normal movement allows
- Breaking down a door, bending bars, or lifting a portcullis
- Grappling a creature — Athletics contested by the target's Athletics or Acrobatics
- Shoving a creature — Athletics contested by the target's Athletics or Acrobatics
Grappling and Shoving
When you attempt to grapple or shove a creature, you make an Athletics check contested by the target's choice of Athletics or Acrobatics. On a successful grapple, the target gains the grappled condition (speed 0). On a successful shove, the target is either knocked prone or pushed 5 feet away.
To escape a grapple, the grappled creature makes its own Athletics or Acrobatics check contested by the grappler's Athletics.
Passive Score
Passive Athletics (10 + modifier) is rarely called for but may apply to sustained physical effort — holding a rope taut, maintaining a grip while unconscious, or resisting being pushed back by a current over time.
Proficiency
Athletics proficiency is standard for Fighters, Barbarians, and Paladins. For Strength-primary characters it also governs grappling effectiveness, making it one of the most mechanically impactful skills in melee combat.
Special
- Grappler (feat): Advantage on attack rolls against a creature you are grappling; can pin the creature (both restrained) with a second grapple attempt.
- Tavern Brawler (feat): Proficiency with improvised weapons and a bonus grapple attempt after hitting with an unarmed strike.
- Athlete (feat): Standing from prone costs only 5 ft of movement; climbing no longer costs extra movement; long/high jump distances improve.
- Barbarian (Rage): Advantage on Strength checks (including Athletics) while raging — makes grappling particularly effective for Barbarians.
- Monk (Stunning Strike): A stunned target automatically fails Strength and Dexterity saving throws and is easier to grapple, pairing well with Athletics-focused builds.