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Dungeons & Dragons 5th Edition skill

Acrobatics

Acrobatics is a skill in Dungeons & Dragons 5th Edition: Keeping your footing, tumbling through danger, and staying upright when the ground turns against you.

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Key facts

Ability
DEX

Overview

Acrobatics is the Dexterity skill for balance and body control: crossing a rope bridge in a storm, landing a fall with a roll, or slipping free of a grappler's grip. It comes up most in chases, fights on uneven ground, and set pieces like collapsing floors or ship decks. GMs also use it for stunts such as vaulting a table or flipping over a foe.

How it works

Ability: Dexterity Common checks: Balancing on narrow or slippery surfaces, staying upright when shoved or when the ground shifts, performing tumbles and flips. Contests: You can use Acrobatics instead of Athletics to escape a grapple, rolling against the grappler's Strength (Athletics). Acrobatics also lets you resist being shoved or grappled. Typical DCs: 10 for a wide beam, 15 for a slick ledge, 20 for a rope in high wind. Proficiency: Rogues and Bards can double the bonus with Expertise.

Tips and playstyle

Best for: Rogues, Monks, and Dexterity Fighters who fight in the open and need to escape grabs without a Strength score. Character concepts: Acrobat, dancer, sailor, cat burglar, tumbling street performer. Synergies: A high Dexterity already feeds AC and initiative, so Acrobatics is nearly free value for Dex builds. Pairs with Stealth for infiltration and with Sleight of Hand for a performer's toolkit.

Frequently asked questions

Acrobatics or Athletics: which should I take?

Take the one matching your higher score. Athletics handles climbing, jumping, and initiating grapples; Acrobatics covers balance and is your escape option if Dexterity is your strong stat.

Does Acrobatics reduce fall damage?

Not by the core rules. Falling deals 1d6 per 10 feet regardless. Some GMs allow a check to land safely on a short drop, but that is a table ruling.