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.

