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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:
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long jump and land in difficult terrain (an unusually long may also require a Strength (Athletics) check);
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run across a sheet of ice;
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balance on a tightrope; or
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stay upright on a rocking ship's deck. (80)
This check could also be required when you attempt to perform:
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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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