Acrobatics
Dexterity-based skill for balance, tumbling, and escaping grapples.
Acrobatics covers balance, agility, and nimble movement. It is governed by Dexterity.
When to roll: The DM calls for an Acrobatics check when a character attempts to stay on their feet in a precarious situation, or to perform feats of agility.
Common uses:
- Keeping balance on a tightrope, narrow ledge, or slippery surface
- Performing a somersault or flip
- Moving through a tight space without triggering a trap
- Landing safely after a fall (reduces fall damage in some circumstances)
- Escaping a grapple (contested against the grappler's Athletics)
- Tumbling through a hostile creature's space (optional rule)
Versus Grapple: When a creature attempts to grapple you, you may use either Athletics or Acrobatics to resist — whichever is higher.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.