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Dexterity (Acrobatics) Check

The GM might call for a Dexterity (Acrobatics) check when there is a chance that you may not be able to stay on your feet in a tricky situation, such as when you attempt to:

  • long jump and land in difficult terrain (an unusually long may also require a Strength (Athletics) check);

  • run across a sheet of ice;

  • balance on a tightrope; or

  • stay upright on a rocking ship's deck. (80)

This check could also be required when you attempt to perform:

  • acrobatic stunts, such as dives, rolls, somersaults, and flips.

A successful check is calculated as follows:

 

d20¹  +  Dexterity ability modifier 

+  proficiency bonus²  +  other bonus

or penalty  ≥  DC of task

¹ Roll 2d20 if you have advantage or disadvantage. Go here for reasons why either may apply.

² Add your proficiency bonus if you are proficient in Acrobatics. If you are not, roll without adding your proficiency bonus.  

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