Climbing check 5e reddit. The whole rope needs to get vertical.

Climbing check 5e reddit. But that's the part I don't get: for instance the guy So 'taking 20' means instead of rolling for a skill check you take as much time as 20 x 5, so 120 seconds, to perform a skill and auto succeed. Polymorph into a creature with a climbing speed. 5e and 4e handled skill proficiencies. 15 (not easy) “5. I'm not sure there is a 5E rule covering this but, I am curious to see what others are doing about how often a climbing check is required for long climbs? On one hand, it makes sense to me that where a check *is required, the character should check after every move to continue a climb. Just a good time all around, though it requires the DM to be a little creative with how the bigger creature tries to shake you off or attack you etc. These D&D 5E Free Basic Rules only contain a fraction of the races, subclasses, backgrounds, feats, items, monsters, spells, and other content available on Roll20. Based on the description in the guide, my understanding is the player chooses the length of the rope (up to 60ft) then uses their movement speed halved (as it's climbing) to see if they climb the rope successfully within a single turn. We would like to show you a description here but the site won’t allow us. You can make it dynamic if you want. Once the rope reached the enemy, I had them make a DC 13 (a typical DC for uncommon magic items) acrobatics or athletics check to avoid it. Jan 8, 2020 · In D&D 5e, there are no "climb checks. Athletics Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. How far can you move with a successful climb check? I call the distance you can climb with a successful check a 'pitch'. The other things will only need ability checks if it makes sense to, and they will be based on their context. Its for instances when the skill check would almost certainly be met with success given enough time. All the climbers should be tied together. It appears in 5th Edition you can just take half movement and climb anything really. I'm curious how DMs here using the 5e24 rules would resolve a situation where a player character attempts to climb onto a Huge or larger creature. Imagine pulling 9G in a fighter jet. If it requires a DC 12 check to climb 60 feet, and they get a 9, then they get 45 feet up before falling. Not technically a climbing speed, but the Thief's 3rd level feature Second-Story Work removes the extra movement cost from climbing without a climb speed. So, you could ask your DM if he'd allow an Athletics (DEX) check to climb a surface, or even just Acrobatics, like you mentioned. The thicker the pole, the lower the acrobatics check. D&D has rules for climbingeach foot of movement costs 1 or 2 extra feet of movement depending on whether it's difficult terrain or not. Edit: kind of glossed over freestanding. Need to make a stealth check? use my INT to figure out where and how i should stealth. If the Dexterity save is also failed, then the creature falls. PHB p182 - Special Types of Movement While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. treat it like a concentration check, a Str save and the DC is 10 or half the damage taken, whichever is greater. I'm fine with how skill proficiencies work in 5e. 5e is poor at translating game mechanics into realistic in-world consequences when compared to 3. Climbing speed just changes the speed at which you can climb and without it you can climb up to half your walking speed. The technical rule on this rope is "As a Bonus Action, you can Command the other end to move toward a destination you choose. It makes Usually the checks are imposed if the climbing is difficult, which is probably why guides don't suggest taking athletics. There was evidence left of the previous climbers, and ominous tracks of fewer persons heading back down the mountain than up. 9a in my gym” is a way to say that the climb seen above is not that hard and is only graded a 5. On a result of 6-9 you neither gain nor lose ground. If a character is trying to climb something Climbing a surface in 5e is literally just "Double movement cost". You can roll a DC 10 check to climb a 30 feet shaft. The creature may make additional Dexterity saves for each space they fall past in an effort to stop their descent. Nov 27, 2023 · Generally speaking 5e doesn't use "penalties" in the way previous editions did by applying a direct negative modifier to the roll. Can one end of the rope "fly" there or do I have to throw it since it cannot "snake" its way on the ground or up a wall? Just watched a Parkour/Climbing challenge that D&D wouldn't be able to make a fun player experience. But if your DM calls for checks every time you attempt to climb then it might be worth it to grab expertise - if that's the vision you have for your character. If it requires a DC 20 climb check to climb 20 feet up a particular surface, and they roll a 14, then they get 14 feet up before falling. But it passes over discussing what might happen on a failure. If failing a climb check involves danger (ie, failure might cost them equipment, hit points or other resources), then the check should determine success or failure. In your wood elf/dwarf example, you can set the DC of the climb to be lower for the wood elf due to their body weight, reach and background, but it's still an athletics check. The climbing rules are pretty sparse indeed, but there is a lot of room for complexity and difficulty in the line about a DM determining if climbing certain surfaces (examples are slippery or lacking handholds) requires a check. Athletics = Jumping, running, swimming, and climbing (checks mostly done in rough terrain) Acrobatics = Balance: Not falling over or falling off of stuff (checks made when the terrain is moving, slippery, or narrow while the characters are moving across it) Dexterity saving throw: Ill have the PC's make this check when the terrain it self is moving (usually at the beginning of encounter, or The bodybuilder's innate ability does give him an advantage over the average joe in climbing that cliff face, but a mountain climber knows exactly how to make the most of the strength that he has in scaling the wall. 271 Climb Onto a Bigger Creature If one creatures wants to jump onto To what end? This seems like an awful lot of rolling dice to climb a simple hill. I use the rule on page 271 for "Climbing Aboard" larger creatures in all my games. CLIMBING, SWIMMING, AND CRAWLING: While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. The rougher the texture of Hey folks. Climbing usually just costs twice as much movement, but for long (or quick) climbs, I'd recommend a Strength (Athletics) or Strength (Acrobatics) check to see if the PC can climb long/quickly enough. Have something happen either at each time it hits initiative 20 or when they reach X number of feet on the cliff. I feel like Level Up: Advanced 5th Edition did a lot of things people seem to want for 5e. Vour 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. 5e. Athlete would let you climb at normal speed without reduction. You must make an Athletics check in order to climb, but can make either an Athletics or Acrobatics check to stay on You have advantage on attack rolls while climbing With this in mind, your best bet is playing a small creature for the larger range of creatures to climb, as well as having a higher Dexterity. I'm new to D&D and I can't seem to find any clear info on Strength (Athletics) check for climbing a wall. Most people would fall unconscious immediately, but highly trained pilots can maintain that for a very short period. In D&D 5e, they’ve made it so that anyone can do climbing, but how exactly does it work these days? Dungeons & Dragon’s 5th Edition simplified a lot of the overhead that came Climbing, lifting, running, and other tasks involving physical resistance. Climbing is an athletics check. If you succeed on the Additionally, climbing not costing you additional movement can help your character escape incoming melee enemies or get higher ground (if your DM allows height advantage even better). Use whatever damage you feel is best, but the table will make it easy to scale to your level. Does that mean, RAW, a Tabaxi PC or a level 6+ Ranger with the Tasha's variant can just walk up a smooth stone wall? "Move on vertical surfaces" is pretty unambiguous. Barbarian Path of the Beast 6th level: climbing speed equal to walking speed Rogue Scout 9th level: gains +10ft movement, which affects climbing and swimming speeds There's a difference between "I am good at climbing" and "climbing is easy for me," and that difference is represented by the DC of a given athletics check. Climbing is specifically called out as an example of when to use an athletics check in the description of the skill. Why is it so hard in your game? Are you proficient in Athletics, or is your total bonus -1? Does your DM always ask for a series of checks, and one failure means you fall? You didn't specify your subclasses or level, so I don't know This is a cool idea. There is also some tumbling work I asked people from the tabletop communities I'm in to participate in this survey on what the most and least used skills respectively in 5e are in their opinion. I tried to build the tension as the scenery became more Say I have a Rope of Climbing and want to get across a chasm, a river or from one roof to another. How would your RPG handle this? Why on Earth do the Gloves of Swimming and Climbing require attunment, while the Gloves of Thievery do not? Gloves of Swimming and Climbing: Wondrous item, uncommon: +5 to Athletics attempts for climbing and swimming; climbing and swimming don't cost additional movement. I'm picturing something 30ish feet wide and maybe 60 high. Athlete/Second-Story Work: check, move at full speed. Examples include the following 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. Gotta descend into a dark cave to kill a dragon? Climbing. Thank you again for the tip, Nonnest! Had a few Athletics DC 8-12 climbs using climbing kits on the first day. At the GM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Gloves of Thievery: Wondrous item, uncommon: Invisible while worn, +5 to Sleight of Hand and lock-picking checks. 5e Popular Climbing Skill Check DC's for Athletics checks, and a Climbing Kit Question. Climbing speed only allows you to climb more quickly, it doesn't change anything else, and you dont need one to climb. Adventurer's Guide to Alchemy - an alchemy system for your players based on collecting and harvesting ingredients and potion recipes Your movement can include jumping, climbing, and swimming. Some of these (climber's kits, iron spikes, block and tackle, etc) aren't things that need associated ability checks. What might be some ideas? The ranger uses his climbing gear to help everyone. Need to reach a treasure chest high atop a mountain? Climbing. Proper rock climbing technique involves climbing primarily with the legs, which are naturally strong enough (assuming you can, say, perform a squat properly). How is your DM handing climbing? You use 2 feet of movement to climb 1 foot. If it were me, and you explained to me how you'd use Acrobatics to climb this particular thing (and it better be good), then I'd allow it. Barbarian also has advantage on a relevant climbing skill check (athletics) when using their class ability so it comes down to comparing the other benefits of the classes. The person climbing without a rope would need to make the athletics check, if the surface was 'slippery/smooth'. 5/Pathfinder gave penalties to climbing and grappling checks if you wanted to attempt them one-handed (I don't know if 5e does), so the "I'm going to climb up and chop of his head with my great sword" becomes less of an option. RAW - no. There is such an example in Starter Set adventure though. This is a cool idea. 11 at someone else’s. It's only for You might want to check optional rules from DMG pages 271-272, specifically Tumble which is closest to what you describe. Now for the questions: If I were to somehow be sucked into the astral plane, could I command the rope to take me back If you're climbing and don't want falling (failing a check) to be as catastrophic, then use a Climbing Kit. Recently, the player commanded the rope to move towards an enemy and tie them up. Assuming the players ace all of their Survival checks, that makes climbing the mountain take six hours of raw climbing. What's the point of Spider Climb? The few times I've used it so far, I just rule that the creature climbing/on the ceiling has advantage on attack rolls, and creatures attacking it have disadvantage, which is as far as I know not supported in the PHB, just my own use of the ability. My Artificer Player has a rope of Climbing, and uses it frequently for movement. The rogue goes first, picking out a good route to use. What did you have in mind to stop the players from abusing it? I think having a climbing speed means you can just climb a surface (at the listed speed) just as easy as walking over flat ground. I've included relevant rules from 5e14 and 5e24 below, and then I'll explain what I see as potential options. As well, the Slippers of Spider Climbing ONLY magically grants a climbing speed, without the need of using your hands to maintain grip, for an infinite amount of time (read as no stated duration), whether hanging horizontal or vertical (read as walls or ceiling). Or climbing a steep cliff. I noticed that in a lot of the mechanics in 5e you can usually choose between doing either acrobatics or athletics checks, depending on which skill is stronger for your character. Can have rocks tumble down, waves crash against them, birds swoop in and try to [5e] One of my players hates rolling for "little" actions Am I wrong in making him do it? So i got this question about climbing Speed in 5e Tabaxis have climbing Speed of 20 feet. I am in the process of making a survival and climbing focused adventure up a huge mountain, and could use some brainstorming suggestions for mechanics and storytelling the environment. 3. According to the book, Kelvin's Cairn is about 1000ft tall, which makes it about as tall as Snowdon, which takes 3-4 hours to climb. Jul 20, 2017 · 13 If I understand the RAW on climbing correctly, climbing up a cliff means making a Strength (Athletics) check every round and moving half your movement speed. Some of the most memorable recent fights have had the barbarian riding Ogres and jumping onto giants and such. PHB page 182: While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. The DM might also call for a Dexterity (Acrobatics) check to see if you can perform acrobatic stunts, including dives, rolls A creature with a climbing speed would be able to use the climbing speed instead, and do not need to spend extra movement. If it's difficult the DM comes up with a check (Ahtletics) and you need to make it. Something like climbing a tree. For anyone interested, below is what ended up happening. Let's consider one stage of the climb: the heroes have to traverse a cliff-face where very high winds blow. Jumping over a boulder is an acrobatics check. The whole rope needs to get vertical. At the DM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strengh (Athletics) check. Overall, this is more of a problem with 5e's system of skill checks than with the exact DCs. As far as giving disadvantage, if you give disadvantage to the players you'll probably have to give it to the monsters too even if they have a climbing speed, (unless it has some kind of special ability like A check above DC 20 is something that an average person can't even hope to accomplish, but someone of extreme skill or possessing specific training might be able to attempt. Acrobatics represents more agile and refined movement, like parkour. Page 182 covers this. It's fantastic. While climbing or Swimming, each foot of Movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or Swimming speed. The bard verbally encourages good communication Climbing is generally just 1/2 your standard speed in a normal climbable surface. The player seemed a One idea I like is having the beginnings of an avalanche whilst they're climbing an incline steep enough to need pitons and rope. Sep 12, 2020 · Basically, I go proportional to the check result. Which means a character with 30' movement speed would need 7 checks for a 100' cliff, and 28 checks for a 400' cliff. I realised that climbing speed is incredibly underwhelming on its own, given that with my 20 feet, i'm not that much faster than anyone, and I still need a check for it so it's pretty meh. Who's leading, and who's tailing? I used marching order to determine who went first and last. Climbing, swimming etc they already cost something: extra Mar 3, 2024 · Climbing Speed in D&D When you’re adventuring, you’re bound to need to climb something. Is it spider climb, climb speed, or neither that negates the need for climbing checks? I recently wondered what the difference was between the Rogue Thief's 3rd level "climbing no longer costs you extra movement" and an actual climb speed equal to walking speed, and it devolved into this question. On a 5 you fall and take 1d6 damage per 10 feet fallen. All DMs are different though and some may require a check for any kind of climbing unless you I am looking for some advice/ideas for an upcoming section of my campaign. Of course it depends on how thick and how smooth/rough the pole is. The target also gains a climbing speed equal to its walking speed. I know DnD does have some hazards that could work, but some of them either don't really work TL;DR - Dude rock climbs in full plate armor. They can use a dash action to climb faster, hold a reaction to catch someone if they fall, help someone for the next athletics check etc. Things like climbing, jumping and swimming were all separate checks, but so many other skills were also more granular in those editions too. Some people with a very cool job decided to replicate a training regiment from the 15th century. While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. Probably a strength (athletics) check with a DC of 12-14. " Climbing is a factor of speed, costing double the regular movement. Wizard gets spells, but barbarian gets more hp and resistance, which I think will be more needed when climbing onto bigger creatures. The spell Spider Climb. Use my INT to find the best way of climbing up the wall. Note how "up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free" is mentioend explicitly before the Climbing Speed. I mean, is that check going to let a character literally climb a sheer wall on the side of a castle, or do they need special tools for that, or what ? Maybe I just haven't The target also gains a climbing speed equal to its walking speed. In 5e, easy climbs are not supposed to require an ability or skill check. A person with 10 strength can easily learn to rock climb efficiently, but in the DND world, you'd have no bonus at all (barring proficiency). As far as giving disadvantage, if you give disadvantage to the players you'll probably have to give it to the monsters too even if they have a climbing speed, (unless it has some kind of special ability like At the DM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. This question is for a player that is playing a tabaxi and the DM tell her to make an athletics checks when she was going down in a wall with a rope, she failed the check and Falling: Failing an Athletics check to climb triggers the need for a Dexterity save of the same DC as the Athletics check for climbing that space. The training included jumping on a horse, swinging an ax, climbing the under side of a ladder with just one's arms, scaling a wall, and running. Fun and smart additions to the game, the friendly Discord of Many Things, and thousands of past submissions to search. With or without a climbing speed, there shouldn't be any skill check unless it's a difficult climb or something is trying to prevent you from climbing. I want to make the trek more of a dungeon experience, but also periodically having to make athletics or acrobatics saving throws Gumby = newbie 5. Hello everyone. Or does that only apply to monsters? I couldn't find any other rules about climbing speeds other than them allowing you to climb at full speed. Climbing speed: no check, move at listed speed. Likewise imagine climbing an essentially smooth cave wall. From the DMG Pg. I'm using my knowledge of backpacking and my limited mountaineering knowledge to put it together with stuff like techniques or weather. If someone says they hammer an iron spike in, it happens. The results of a success or failure, and the need for the check in the first place, is up to the DM. If the DM thinks it's called for, they can all for a roll to be made at advantage/disadvantage. 9a is a grade of rock climbing difficulty, the Yosemite Decimal System grades climbing routes ranging from 5. I want to flesh these rules out a little bit, because I think they allow for some epic moments and--if I don't end up a forever DM--I'd love to make a character that focuses on fighting big monsters by climbing onto them and rodeo-stabbing them into submissionor death. If a party is climbing massive distances, it totally makes sense to use this rule to lead to exhaustion I'm still learning 5e rules, and I understand the basics of the movement rate for climbing, and also what it says about the DM possibly requiring a Strength (Athletics) check, but it isn't clear exactly what you can climb. It says this in the section on climbing in the PHB. At the DM's option, climbing a slippery vertical surface or one with few hand holds requires a successful Strength (Athletics) check. I'd check out how 3. The rest using a rope are just a bit slow going, but have no problems otherwise. . By choosing the replicate magic item a second level artificer can make the rope of climbing. Climbing, Swimming, and Crawling:While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain), unless a creature has a climbing or swimming speed. Please explain how Rogues have evolved from expert climbers in 1e to being dependent on Strength to do so in 5e? He failed with an 8. That indicates that this is not a general feature of climbing speed. As you pointed out, adding that feature would also render a magic item completely redundant. As i understand, anytime a wall is not difficult terrain or a smooth surface, the player should be able to climb It UP and DOWN. A Wisdom (Perception) or Wisdom (Athletics) check might suit this. In the case of climbing, the rules state that this could be because there are no handholds or the climbing surface is vertical and My house rules. Just giving automatic advantage on climbing checks because the PC has a climbing kit is a little silly, in my eyes, seeing as it is so easy to acquire. 5e seeks to do away with a lot of unnecessary skill checks. Two days of traveling in the mountains pass. The wizard will from the moment he hears about it, use INT for every check he can think of. PHB Pg. At the DM’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. This is a 120 tiles (600ft) long map featuring a vertical mountainside full of shortcuts for your party to climb +500 ft in height, watch your step! Athletics check might be required at the discretion of the DM. " I'm a little confused So if I have spider climb cast on me, can I walk up walls using just my feet? And that leaves my hands free? Or do I need my hands free, presumably to use, in order to walk up the wall? Climbing at half speed (unless you have climb/fly speed) with an optional athletics check at your GM's discretion (I'd probably not ask for it unless you're like 6-8 str and/or it's raining) Yes. A Dexterity (Survival) check suits this. At the same time I noticed a lot of the prewritten modules always say that fx. For context, the party are coming close to a point where one of them needs to contact their god which can only be done on a specific mountain peak. Climbing does not universally require an athletics check. Check out the Climbing a wall acrobatically wouldn't be standard rock -climbing style of climbing, but would be something like walljumping between two close walls, or running up the corner like Jackie Chan near the start of Rush Hour, or possibly hopping up a sequence of footholds (like someone running across scaffolding poles). Most At the DM's option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. Am I missing something other than fun flavor? Hi! I'm hoping someone can clarify the exact mechanics of Rope Trick in 5e. Acrobatics applies to situations where you need to maintain balance, or perform deft movements. 177 says about Acrobatics "Acrobatics. if it's just a thin pole with nothing anchoring it, I would say a DC 20-ish athletics check to climb and a DC 25-30 to balance while climbing it. A difficult climb such as an uneven cliff face is more challenging and may require an ability check. 9a in that person’s gym while it may be graded at a 5. I have no issues with this and am quite lenient when used for climbing. As my party’s artificer and also that dude constantly trying to game the game (sorry to the DMs who have to deal with my player style!), I was hoping all my Reddit people could help me clarify some things with the Rope of Climbing in anticipation for my upcoming shenanigans. Get Marching Order. So if your speed is 30 feet, a successful check allows you to climb 30 feet (it still takes two rounds if anyone's counting). At the DM ’s option, climbing a slippery vertical surface or one with few handholds requires a successful Strength (Athletics) check. In 5e, climbing is considered part of movement and unless there's a reason why it should be unusually difficult (slippery, smooth, raining, etc) it does not require a skill check. They'd have the alternative of maybe a day's travel to go around it. The DM can call for a Strength (Athletics) check if it's a difficult surface to climb. As with all other ability checks, there must be an uncertain outcome and a meaningful consequence for failure to call for a Strength (Athletics) check. At second level an artificer learns 4 infusions and can use two of those. Cloud going up is spell flavor, but a strong one. In this case, a badly failed check might see their climbing gear come unsecured, or a fall down a rockface might deal damage from abrasions until the gear stops them. Hey peeps, So in my groups 5e campaign my party is coming up to the largest mountain on the continent (we're not playing in a pre-made campaign setting) Anyways, I was just wanting to reach out to this group and see what others have done for climbing mountains. You can cut and use any length of rope up to 60 ft though, even 5-10 ft. These different modes of movement can be combined with walking, or they can constitute your entire move. The party is going to be climbing a mountain to reach a hidden location that is high enough to be shrouded by clouds, and I want to make the journey to this place more interesting than just describing going up a mountain side. Much like how Dex and Str represent technique/reflex and raw force respectively I treat Athletics as a check representing 'clumsy' movement where it just needs to get the job done, like swimming, high jumping, long jumping, and climbing while carrying gear and armour. Generally I won’t require any kind of check to climb anything unless it is a difficult surface to climb like slippery/wet rock or nearly upside down. The ultimate submission. Have them roll initiative. Wild Shape into a creature with a climbing speed. From the mechanics standpoint How does a Rope of Climbing work? I have a party that has a Rope of Climbing, and I'm having trouble ruling on it. climbing is an athletics check and never an acrobatics check. In the real world almost everyone could climb a tree if they want to, you just may not succeed on every attempt. Climbing Speed: you climb the specified amount as your movement when climbing instead of your walking speed. There's also not many combat-relevant rules for climbing, since it's pretty much assumed that anyone without a climbing speed or magic item won't try to climb during combat. To begin with, the length of a pitch is your speed, but this doubles with each successive successful check. I'd run these as intervals in the above Survival check. A subreddit for D&D 5e and One D&D homebrew. Mountain Climbing in 5e Looking for some assistance with ideas again, this time on how to make climbing a mountain interesting. The hard part was all of this was done while wearing a full suit of armor. Can someone climb it when it is not fastened to something? Can someone tell it to fasten to someone they cannot see, such as one who is in a sphere of Darkness? Any help would be appreciated. I wouldn't break part of the system just to have swimming/jumping/climbing be discrete skills. It only magically provides flying speed for a specific duration. 0 (easy) - 5. Normally you might have to make some kind of check to climb something, and would only move at half speed. Climbing, Swimming, and Crawling While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain), unless a creature has a climbing or swimming speed. I've got 50 responses so far. fapnf zqc yhhk xgqcsh wrikpx vzznls isowu cqudwh dyz vbhzaj