Page 177 - Player's Handbook
P. 177
Force open a stuck, locked, or barred door VARIANT: ENCUMBRANCE
Break free of bonds The rules for lifling and carrying are inlentionally
Push through a tunnel that is too small simple. Here is a variant ifyou are looking for more
Hang on to a wagon while being dragged behind it detailed rules for delermining how a characler is
Tip over a statue hindered by the weighl of equipmen!. When you use this
Keep a boulder from rolling varianl, ignore lhe Strength column of the Armor table
in chapter 5.
ATTACK ROLLS AND DAMAGE If you carry weight in excess of 5 times your Strength
Vou add your Strength modifier 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 fee!.
such as a mace, a battleaxe, or a javelin. Vou use If you carry weighl in excess of 10 times your
melee weapons to make melee attacks in hand-to-hand Slrenglh score, up to your maximum carrying capacity,
combat, and some 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 disadvanlage on
ability checks, attack rolls, and saving throws that use
LIFTING AND CARRYING Strength, Dexterity, or Constitution.
Vour Strength score determines the amount ofweight
you can bear. The following terms define what you can DEXTERITY
lift or carry.
Carrying Capacity. Vour carrying capacity is your Dexterily measures agility, reflexes, and balance.
Strength score multiplied by 15. This is the weight (in
pounds) that you can carry, which is high enough that DEXTERITY CHECKS
most characlers don't usually have to worry about it. A Dexterity check can model any attempt to move
Push, Drag, ar Lirt. Vou can push, drag, or lift a nimbly, quickly, or quietly, or to keep from falling
weighl in pounds up to lwice your carrying capacity on tricky footing. The Acrobatics, Sleight of Hand,
and Stealth skills reflect aptitude in certain kinds of
(or 30 times your Slrength score). While pushing or
dragging wcight in excess ofyour carrying capacity, Dexterity checks.
Acrobatics. Vour Dexterity (Acrobatics) check covers
your speed drops lo 5 fee!. your attempt to stay on your feet in a tricky situation,
Size and Strength. Larger crealures can bear more
weighl, whereas Tiny creatures can carry less. For such as when you're trying to run across a sheet of ice,
each size calegory above Medium, double lhe creature's balance on a tightrope, or stay upright on a rocking
carrying capacity and lhe amount il can push, drag, or ship's deck. The DM might also call for a Dexterity
lif!. For a Tiny creature, halve lhese weighls. (Acrobatics) check to see if you can perform acrobatic
stunts, including dives, rolls, somersaults, and flips.
PART 2 I USING ABILlTY soaREs
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