Athletics

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Athletics
Athletics
AttributeStrength
UsedRolled directly by the player
Feats12
First choiceLevel 2 (Novice)

Athletics is a Strength skill.

What it covers

Physical might: climb, jump, swim, lift, force open. Also physical control of an opponent: grapple, shove, trip, disarm, reposition, escape.

Progression

Level Unlock Feat Effect
2 Novice feat choice (pick one) Grip of Iron When you commit to a hard climb, you add +2 to the declared Athletics check.
Spring Loaded When you commit to an explosive jump or leap, you add +1d4 to the declared Athletics check.
Bulging Muscles While flexing, you carry a Flexing buff: +2 to Charisma for 5 minutes.
Arm-legs Your tireless drive keeps you a step ahead. You gain +10 ft movement speed at all times, helping you outrun trouble, close a gap, or simply travel a little quicker than the rest.
Boar Rush When a foe sits beyond your usual reach but within charging distance, you can unleash Boar Rush: you close the gap at six times your movement speed and slam into them. The impact adds +1d4 damage plus your proficiency bonus on top of whatever your weapon deals, with any melee weapon in hand.
Mighty Wingspan The thrown object deals +1d4 blunt on the hit, plus extra blunt equal to your proficiency bonus.
3 Passive bonus Carrying capacity bonus
4 Mastery bonus +1 to Athletics rolls
6 Adept feat choice (pick one) Human Projectile Hurl a grabbed creature toward a target: the thrown creature is flung across to the target's location, lands Knocked Prone, and takes +1d8 blunt damage plus your proficiency bonus from the impact.
Iron Anchor Bracing banks a Braced charge: +2 to your next Athletics check. The charge does not expire and waits until you spend it on a roll. Usable once per rest.
Strongman's Challenge Issuing a public strength challenge feeds your bravado: gain Victor's Swagger buff, +2 Charisma for 1 hour.
7 Passive bonus Frost resistance bonus
8 Mastery bonus +1 to Athletics rolls
10 Expert feat choice (pick one) Drop the Mountain Deals weapon damage + Strength modifier + 1 per 10 lb carrying capacity + 2d6 (3d6 at skill 14, 4d6 at 18). Double damage to prone, grappled, or stunned targets.
Bulldoze Unarmed strikes deal 20% more damage. Minimum critical strike chance is 8%.
Big Bang At 3+ Wind-Up stacks, your next landed hit consumes all stacks: +1d8 damage per stack (1d10 at skill 14, 1d12 at 18). Target is stunned for 6 seconds (Constitution save negates). After spending, your next Athletics check within 60 seconds rolls at advantage.
11 Passive bonus Carrying capacity bonus
12 Mastery bonus +1 to Athletics rolls
14 Master feat choice Pool not yet released
15 Passive bonus Max health bonus
16 Mastery bonus +1 to Athletics rolls
18 Legendary feat choice Pool not yet released
20 Mythic feat choice Pool not yet released
This page is generated from game data as of Alpha 0.0.30a. Edits here are overwritten on the next regeneration; to suggest a correction, post in Discord.