Athletics (skills)
A character makes an Athletics check to perform unusually difficult feats of swimming, running, climbing, or jumping. The most commonly used ability score is Strength. A character might use Dexterity to climb a smooth wall for a short distance or to jump onto a moving creature, Constitution to perform an athletic activity for more than a minute, or Intelligence to keep track of opposing players in a complex sport. Specialties: climbing, jumping, lifting, running, swimming, throwing.
Source: a5e-ag
Your Strength (Athletics) check covers difficult situations you encounter while climbing, jumping, or swimming. 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. * 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.
Source: srd-2014
Jump farther than normal, stay afloat in rough water, or break something.
Source: srd-2024