Strength measures bodily baron, acrobatic train, and the extent to which you can exert naked physical military unit .
A Strength check can model any attack to lift, push button, rend, or break something, to force your torso through a space, or to otherwise apply animal violence to a position. The Athletics skill reflects aptitude in certain kinds of Strength checks .
Athletics. Your Strength ( Athletics ) hindrance covers unmanageable situations you encounter while climbing, jump, or swimming. Examples include the comply activities :
- You attempt to climb a sheer or slippery cliff, avoid hazards while scaling a wall, or cling to a surface while something is trying to knock you off.
- You try to jump an unusually long distance or pull off a stunt midjump.
- You struggle to swim or stay afloat in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming.
Other Strength Checks. The GM might besides call for a Strength check when you try to accomplish tasks like the pursue :
Reading: Strength – 5th Edition SRD
- Force open a stuck, locked, or barred door
- Break free of bonds
- Push through a tunnel that is too small
- Hang on to a wagon while being dragged behind it
- Tip over a statue
- Keep a boulder from rolling
Attack Rolls and Damage
You add your Strength changer to your attack roll and your damage hustle when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a range attack .
Lifting and Carrying
Your Strength score determines the amount of weight you can bear. The adopt terms define what you can lift or carry .
Carrying Capacity. Your carrying capability is your Strength score multiplied by 15. This is the weight ( in pounds ) that you can carry, which is high adequate that most characters do n’t normally have to worry about it.
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Push, Drag, or Lift. You can push, drag, or lift a weight in pounds up to twice your carrying capability ( or 30 times your Strength grade ). While pushing or dragging weight in excess of your carrying capacity, your travel rapidly drops to 5 feet .
Size and Strength. Larger creatures can bear more burden, whereas Tiny creatures can carry less. For each size category above Medium, double the animal ‘s carry capacity and the measure it can push, drag, or rise. For a bantam creature, halve these weights.
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The rules for lifting and carrying are intentionally simple. here is a form if you are looking for more detail rules for determining how a fictional character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the Armor table .
If you carry weight in excess of 5 times your Strength score, you are encumbered, which means your amphetamine drops by 10 feet .
If you carry weight in excess of 10 times your Strength score, improving to your maximum behave capacity, you are rather heavily encumbered, which means your focal ratio drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution .