Acrobatics

Your Dexterity (Acrobatics) check covers your attempt to stay on your feet in a tricky situation, such as when you’re trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship’s deck. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips.

Diving Into Water: You can use the Acrobatics skill to safely dive into water without taking damage. You can safely dive into water from a height equal to twice your Acrobatics check. The difference in your check becomes your falling height and calculates your falling damage (if any).

Escape Bonds: Your training and flexibility in Acrobatics allows you to slip bonds and escape from grapples.


ActionDC
Escape Rope/Binding
Opposed vs Survival
Escape Net/Entanglement
DC 20
Move through tight space
DC 20
Escape Manacles
DC 20
Escape Grapple
Opposed vs Strength


By suffering disadvantage on your Acrobatics skill check to escape bonds, you can do so without being noticed. A GM may also decide that this is a complex skill challenge.

Kip Up: You can get back to your feet by doing a flip back onto your feet. With a successful Acrobatics check (DC 20), you stand up from a prone position as a bonus action and do not spend extra movement to stand.

Maintain Balance: You can use Acrobatics to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces. If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone. A balancing pole (8 sp, 10 lbs.) grants advantage on the balance check.

Balance DC's to Cross Narrow Surfaces
WidthDC
1-3 ft. wideDC 5 (easy)
7-11 in. wideDC 10
2-6 in. wideDC 15
less than 2 in.DC 20 (difficult)

Move through an Enemy Square: you can move through an enemy square by using Acrobatics with an opposed Acrobatics vs. Dexterity check. When moving in this way, you move at half speed. If you do not succeed in your Acrobatics check, your movement for the round ends in front of the enemy’s square and you do not pass through. Your GM may subject you to an opportunity attack instead of ending your movement.

Roll with Fall: When you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen. You become prone if you take damage from a fall. At DC 25 you can ignore 20 feet of falling damage.