Page 163 - DnD_5e_Players_Handbook_(BnW_OCR)
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• Force open a stuck, locked, or barred door      V a r i a n t :  E n c u m b r a n c e


                       • Break free of bonds                             The rules for lifting and carrying are intentionally

                       • Push through a tunnel that is too small         simple. Here is a variant if you are looking for m ore

                       • Hang on to a wagon while being dragged behind it  detailed rules for determining how a character is
                       • Tip over a statue                               hindered by the weight of equipment. W hen you use this

                       • Keep a boulder from  rolling                    variant, ignore the Strength colum n of the Arm or table

                                                                         in chapter 5.
                      A t t a c k  R o l l s   a n d   D a m a g e
                                                                          If you carry weight in excess of 5 times your Strength
                       You add your Strength m odifier to your attack roll and
                                                                         score, you are encumbered, which means your speed
                       your damage roll when attacking with a melee weapon
                                                                         drops by 10 feet.
                       such as a mace, a battleaxe, or a javelin. You use   If you carry weight in excess of 10 times your
                       melee w eapons to make melee attacks in hand-to-hand   Strength score, up to your m aximum carrying capacity,
                       combat, and som e of them can be thrown to make a   you are instead heavily encumbered, which means your
                       ranged attack.
                                                                         speed drops by 20 feet and you have disadvantage on
                                                                         ability checks, attack rolls, and saving throws that use
                       L i f t i n g  a n d   C a r r y i n g
                                                                         Strength, Dexterity, or Constitution.
                       Your Strength score determines the amount of weight
                      you can bear. The following terms define what you can
                                                                         D e x t e r i t y
                       lift or carry.
                        Carrying Capacity. Your carrying capacity is your   Dexterity m easures agility, reflexes, and balance.
                       Strength score multiplied by 15. This is the weight (in
                                                                         D e x t e r i t y   C h e c k s
                       pounds) that you can carry, which is high enough that
                                                                         A Dexterity check can model any attempt to move
                       most characters don’t usually have to worry about it.
                                                                         nimbly, quickly, or quietly, or to keep from falling
                        Push, Drag, or Lift. You can push, drag, or lift a
                                                                         on tricky footing. The Acrobatics, Sleight of Hand,
                       weight in pounds up to twice your carrying capacity
                                                                         and Stealth skills reflect aptitude in certain kinds of
                       (or 30 times your Strength score). W hile pushing or
                                                                         Dexterity checks.
                       dragging weight in excess of your carrying capacity,
                                                                          Acrobatics. Your Dexterity (Acrobatics) check covers
                       your speed drops to 5 feet.
                                                                         your attempt to stay on your feet in a tricky situation,
                        Size and Strength. Larger creatures can bear m ore
                                                                         such as when you’re trying to run across a sheet o f ice,
                       weight, whereas Tiny creatures can carry less. For
                                                                         balance on a tightrope, or stay upright on a rocking
                       each size category above Medium, double the creature’s
                                                                         ship’s deck. The DM might also call for a Dexterity
                       carrying capacity and the amount it can push, drag, or
                                                                         (Acrobatics) check to see if you can perform  acrobatic
                       lift. For a Tiny creature, halve these weights.
                                                                         stunts, including dives, rolls, somersaults, and flips.
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