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Athletics
Strength-based skill for climbing, swimming, jumping, grappling, shoving, tripping, and disarming opponents.
Athletics (Strength)
Athletics governs physical feats requiring raw strength and endurance: climbing, swimming, jumping, and overpowering opponents in melee.
Untrained actions:
- Climb: Scale walls, cliffs, and surfaces. The DC varies by surface quality. Failure means you make no progress; critical failure means you fall.
- Swim: Move through water. Failure means you make no progress; critical failure means you go underwater and risk drowning.
- High Jump / Long Jump: Leap over obstacles or chasms. DC is based on distance.
Trained actions:
- Grapple: Attempt to grab a creature. On success, the target is grabbed; on critical success, it is restrained. The grabbed condition prevents movement.
- Shove: Push a creature back 5 feet (10 feet on critical success). The target can't be more than one size larger than you.
- Trip: Knock a creature prone. The target can't be more than one size larger than you.
- Disarm: Knock a held item from a creature's grip. The item falls to the ground.
Critical Failure: Falls, drowning risk, or the target counterattacks on a Grapple attempt.
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