
In the game Dungeons and Dragons (DnD), a Constitution check is a type of ability check that a Dungeon Master (DM) may call for when a character attempts to accomplish a physically challenging task. Constitution checks are relatively rare as they typically involve passive endurance rather than specific efforts or actions. However, they can be used to model a character's attempt to push beyond their normal limits. For example, a Constitution check might be required for running long distances, keeping a heavy object overhead, or surviving without food or water. The player's Constitution score and modifier contribute to their maximum hit points and healing surges per day, reflecting their endurance and ability to withstand physical challenges.
| Characteristics | Values |
|---|---|
| Constitution Checks | Holding heavy objects over your head |
| Running long distances | |
| Using tools that require endurance | |
| Swimming long distances | |
| Marching long distances | |
| Suffocating | |
| Concentration | |
| Keeping hold of the edge of a canyon | |
| Labouring for hours without rest | |
| Surviving without food or water |
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What You'll Learn

Swimming long distances
Constitution Checks:
Constitution (CON) checks are often used to determine a character's endurance and stamina in physically demanding tasks. When it comes to swimming long distances, a Constitution check may be called for by the Dungeon Master (DM) to see if your character has the stamina to make it across. This is especially relevant if you're swimming from an offshore island to the mainland, for example.
Swimming Speed and Terrain:
In DnD, each foot of movement while swimming costs 1 extra foot, unless your character has a swimming speed. The terrain also matters—swimming in rough water or a rushing river may require a successful Strength (Athletics) check. The GM can decide if the swimming conditions are difficult, increasing the challenge.
Holding Breath:
Characters can hold their breath for a number of minutes equal to 1+ their CON modifier (with a minimum of 30 seconds) before they start suffocating. A human character with a CON modifier of 3, for instance, can hold their breath for 4 minutes and swim 1,200 feet underwater.
Actions and Exertion:
It's important to consider the exertion of various actions while swimming. Each action, bonus action, or reaction can cost 1 round of breath, and casting spells underwater may incur additional costs. The weight of equipment and armour can also impact a character's swimming ability and speed.
Managing Exhaustion:
In conclusion, swimming long distances in DnD requires careful consideration of Constitution checks, swimming speed, terrain, breath management, and the potential for exhaustion. The DM plays a crucial role in determining when checks are needed and how the rules are applied to create a challenging and immersive experience for the players.
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Holding up heavy objects
For example, if a character lifts a heavy object overhead with their Strength, they may need to make a Con check to keep holding it up. This situation requires endurance and the ability to resist fatigue, which is what Constitution represents. The Dungeon Master (DM) might call for a Constitution check in this scenario, testing the character's ability to withstand the strain of holding up the weight.
In another instance, a character might need to hold onto something with their hands, such as gripping the edge of a canyon to avoid falling. Again, while Strength helps with the initial grip, Constitution determines how long they can maintain their hold. The DM may decide that a successful Con check is required for the character to keep their grip and avoid an unfortunate fall.
Constitution checks can also come into play during long swims or runs, particularly when endurance is a factor. For example, a character attempting to swim a long distance, such as from a shipwreck to a nearby island, might need to make a Constitution (Athletics) check. This check tests their stamina and endurance, reflecting the physical toll of the exertion.
It's worth noting that the DM has discretion in calling for checks and can adapt them to the specific circumstances. For instance, they might allow a character with proficiency in Athletics to apply that bonus to a Constitution check, recognising that their physical training aids their endurance. Additionally, carrying excessive weight relative to your Strength score will encumber your character, reducing their speed and imposing disadvantages on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.
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Running long distances
Constitution checks are an important aspect of Dungeons and Dragons (D&D), and they can come into play during long-distance running. Here are some insights and guidelines regarding Constitution checks in this context:
Sprinting and Constitution Scores
A character can sprint for a number of rounds equal to their Constitution score before needing to make a DC 10 Constitution check to continue. The DC increases by 1 for each subsequent check. This sprinting speed is approximately 12 miles per hour, while normal movement is around 6 miles per hour.
Long-Distance Running Mechanics
When it comes to long-distance running, the Dungeon Master (DM) may call for a Constitution (Athletics) check to emulate the endurance aspect of the activity. This reflects a character's ability to endure extended physical exertion. The DM may also consider the character's speed and the impact of their equipment, determining if the character is hustling, running, or moving at a normal pace.
Other Considerations
Constitution checks can also come into play during long-distance marching, though they are mentioned as being rare in this context. Additionally, the DM may incorporate other ability checks or saving throws to reflect the challenges of covering long distances, such as checks related to navigation, survival, or dealing with environmental hazards.
In conclusion, Constitution checks are an important aspect of D&D, and they can play a significant role in long-distance running scenarios. DMs can use these checks to add depth and challenge to their games, testing the endurance and stamina of the player characters.
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Using tools requiring endurance
Constitution checks are uncommon in D&D, and no skills apply to them because the endurance they represent is passive rather than involving a specific effort on the part of a character or monster. However, a Constitution check can model your attempt to push beyond normal limits. For example, if you have to swim from an offshore island to the mainland, your DM might call for a Constitution check to see if you have the stamina to make it that far. In this case, your DM might allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check.
Constitution checks can also be used for activities that require endurance, such as marathoning, mining, or similar activities. For instance, if you are trying to use an oversized wind instrument to sound an alarm, you might need to make a Constitution check.
In addition, a Constitution check can be used to see if your character can withstand extreme conditions such as intense radiation or lack of food or water. For example, if your party is entering a zone of intense radiation caused by a magical explosion, a Constitution check might be required to see if they are affected by the radiation if they don't prepare properly.
It's worth noting that some players and DMs believe that endurance should be a separate Constitution proficiency skill, as it would promote players and DMs to take advantage of it. However, others argue that for the sake of keeping the 5E skills streamlined, it's better to keep it under Athletics and allow DMs to call for a Constitution check when appropriate.
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Marching long distances (to avoid exhaustion)
In D&D, marching long distances without rest can lead to exhaustion. The rules for a Forced March state that characters can travel for eight hours at a slow, normal, or fast pace without needing to make a Constitution check. However, if they continue beyond eight hours, they must make a Constitution saving throw at the end of each additional hour to avoid exhaustion. The DC (Difficulty Class) for this saving throw starts at 10 and increases by 1 for each hour past the eighth hour. On a failed saving throw, the character suffers one level of exhaustion.
The Dungeon Master (DM) may also call for a Constitution check when a character attempts a physically demanding task that has a chance of failure, such as marching for an extended period. This is known as an ability check and is different from a saving throw, as the character is actively performing an action rather than reacting to a situation.
In addition to the Forced March rules, the DM may also use their discretion to call for Constitution checks during long marches to represent the characters' stamina and endurance. This is especially relevant if the terrain is difficult, such as dense forests, deep swamps, or steep mountains, which can slow down the party's travel.
Constitution checks can also come into play during chases, which may occur over long distances. In such cases, an opposed Constitution check made by all parties determines who can maintain the pace for the longest duration. The character with the highest roll succeeds in the chase, either escaping or catching their target.
It is important to note that the rules for Constitution checks and saving throws can vary depending on the edition of D&D being played and the Dungeon Master's interpretation of the rules. Some DMs may choose to use Constitution saving throws exclusively for long marches, while others may prefer to use a combination of saving throws and ability checks to represent the physical and mental challenges of marching long distances.
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Frequently asked questions
Constitution checks are uncommon and are usually passive. However, a GM may call for a Constitution check when a character attempts a task that requires endurance, such as running long distances, marching for hours without rest, or lifting and holding something heavy overhead.
Constitution checks are based on a character's Constitution score and modifier, which contribute to their maximum hit points and healing surges per day. The Constitution modifier is added to each Hit Die rolled for hit points, so a higher modifier will result in more hit points.
In 5e, the difference between a save and a check is what the character is proficient in. A Constitution check is typically used when a character actively attempts a task with a chance of failure. On the other hand, a saving throw is usually made when the character is forced to act because they are at risk of harm.


















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