
In Dungeons and Dragons, a Constitution check is required when a character attempts to push beyond their normal limits. This could include scenarios such as running or swimming long distances, holding their breath, or resisting exhaustion due to extended periods without rest. The Dungeon Master (DM) may call for a Constitution check when a character tries to accomplish physically demanding tasks. Constitution checks are considered uncommon as the endurance they represent is often passive rather than involving specific actions. In some cases, the DM may allow for a different ability check, such as Strength or Dexterity, to be used in conjunction with a skill like Athletics or Stealth. Ultimately, the decision to call for a Constitution check or a different type of check is at the DM's discretion and can depend on the specific circumstances and challenges faced by the characters in the game.
| Characteristics | Values |
|---|---|
| Holding your breath | e.g. while forcing open an underwater door |
| Running long distances | |
| Swimming long distances | e.g. from a shipwrecked boat to a nearby island |
| Pushing yourself hard | |
| Lady lovin' | |
| Lifting and carrying heavy weight | |
| Resistance to exhaustion | e.g. doctors working long shifts without sleep |
| Resisting poison or drunkenness | |
| Resisting heat or cold |
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What You'll Learn

Holding your breath
According to the Player's Handbook (PHB), a character can hold their breath for a number of rounds equal to their Constitution score. This means that a character with a Constitution score of 14 can hold their breath for 14 rounds, which translates to 1 minute and 12 seconds in the context of the game's turn-based system. On the other hand, the Dungeon Master's Guide (DMG) suggests that a character can hold their breath for a number of rounds equal to twice their Constitution score, resulting in a longer duration.
It's important to note that the rules for holding your breath can vary based on the edition of D&D being played. For example, in 3rd edition, the PHB indicates that a character can hold their breath for a number of rounds equal to their Constitution score, while the DMG suggests twice that duration. In 3.5 edition, the "1 round per point of Con" rule from the PHB is more widely accepted as it aligns with the realistic expectation of being able to hold one's breath for 1 minute rather than 2 minutes.
Additionally, some players and Dungeon Masters (DMs) have proposed house rules and interpretations to enhance the realism and challenge of holding one's breath. For instance, introducing a “Strained” condition that imposes disadvantages on certain ability checks, attack rolls, and saving throws after a certain duration underwater. Others have suggested accounting for stressful circumstances, such as combat, by reducing the time a character can hold their breath to rounds instead of minutes.
Certain races in D&D, such as Sea Elf, Air Genasi, Water Genasi, and Lizardfolk, possess the ability to hold their breath longer, breathe water, or have enhanced swim speeds. These traits can be advantageous in aquatic campaigns.
In conclusion, holding your breath in D&D is influenced by a character's Constitution score and modifier, with rules varying across different editions. DMs and players can further customize these mechanics to suit their desired level of realism and challenge, adding an interesting layer to gameplay strategies, especially in high-stakes situations.
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Swimming long distances
Firstly, it's important to determine the swimming proficiency of the characters involved. The Dungeon Master (DM) typically decides this based on the campaign setting and the characters' backgrounds. For example, if the campaign is centred around a large body of water or a character grew up near the sea, they are more likely to be proficient swimmers. Proficient swimmers may have advantages such as increased swimming speed or endurance.
When swimming long distances, the pace of the swimmers comes into play. Swimming at a faster pace than the usual swimming speed can be risky but allows characters to cover more ground. For each hour spent swimming at a character's normal movement rate, a Constitution check must be made, and their Strength and Constitution attributes are reduced by 1 point. Additionally, there is a cumulative penalty of -1 to all attack rolls for each hour spent swimming, assuming calm water conditions.
In rough water or adverse conditions, such as heavy seas or storms, the difficulty increases significantly. A Constitution check should be made every hour, and the DM may decide that the character's Constitution score drops more rapidly than 1 point per hour. Failing a Constitution check in such conditions may result in the character having to tread water for half an hour before continuing, further impacting their endurance.
The character's Constitution score also determines how long they can hold their breath underwater. A character with a higher Constitution can hold their breath for longer periods, allowing them to swim greater distances underwater without surfacing.
It's worth noting that swimming is not an indefinite activity, and characters will eventually need to rest. Proficient swimmers may be able to swim for a number of hours equal to their Constitution score before needing to make Constitution checks for each additional hour.
In conclusion, swimming long distances in D&D requires careful consideration of the characters' swimming proficiency, their pace, the environmental conditions, and their endurance as represented by their Constitution scores. Constitution checks play a crucial role in determining the outcome of long-distance swimming endeavours, ensuring that the physical demands of such feats are accurately reflected in the game mechanics.
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Running long distances
When it comes to running long distances, the Constitution score can be important. In the game, a character can run for a number of rounds equal to their Constitution score without any issues. However, after that, they must make a DC 10 Constitution check to continue running, and the difficulty of this check increases with each subsequent round. This rule reflects the character's endurance and their ability to sustain a sprinting speed of 12 miles per hour.
Additionally, the Constitution attribute can be used in other scenarios related to endurance and stamina. For example, a Constitution check might be required for a character to swim long distances or hold their breath for an extended period. It can also be used to determine how well a character handles exhaustion, such as when they go without a long rest or stand watch during the night. In these situations, a successful Constitution check could allow the character to resist gaining a level of exhaustion or falling asleep.
Furthermore, some players and Dungeon Masters (DMs) have suggested introducing new skills associated with the Constitution attribute, such as Endurance, Iron Gut, Recovery, Hardiness, and Resilience. These skills could provide more opportunities for Constitution checks and enhance the gameplay experience. For instance, a character with proficiency in Iron Gut could consume unpalatable food or drink without becoming sick, while a character with high Endurance could better resist exhaustion during chases or other strenuous activities.
In conclusion, while the Constitution attribute in DnD is often underutilized, it can play a crucial role in determining a character's endurance and overall health. Running long distances is just one example of how the Constitution score can be used to add depth to a character's abilities and create more meaningful and nuanced gameplay experiences. By introducing new skills and encouraging creative applications of the Constitution attribute, players and DMs can further explore the potential of this often-overlooked aspect of the game.
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Extreme weather
Thunderstorms and Blizzards
When travelling during a thunderstorm, for every four or more hours spent in such conditions, a d20 is rolled. If the result is a 1, the player is struck by lightning and takes 3d12 lightning damage. Additionally, lightning and thunder damage rolls receive a +2 modifier. During a blizzard, at the end of every hour, a DC 12 Constitution saving throw must be made. Failure to pass this check results in taking 3d4 cold damage and gaining one level of exhaustion.
Heat and Humidity
In hot weather, players must be mindful of their characters' endurance. For example, in the "Hot" weather band, a character like Susan, dressed in light clothing, would need to make Constitution saves. By staying hydrated and taking breaks in the shade, she can reduce the effective temperature and avoid suffering Disadvantage in her saves.
Cold Weather
When the temperature drops to 0°F or below, a DC 10 Constitution saving throw must be made every hour, or the character gains one level of exhaustion. Creatures with resistance or immunity to cold damage, those wearing cold-weather gear, and creatures adapted to cold climates automatically succeed on this saving throw.
Heavy Precipitation and Wind
Heavy rain or snow can significantly impact travel speed, slowing it down by half if using wagons. If the extreme weather persists for two consecutive days, wagon travel may become impossible until the weather improves. Additionally, heavy precipitation can cause flooding, and strong winds can affect spellcasting results.
These examples demonstrate how extreme weather conditions in DnD can create challenging situations for players, requiring them to make Constitution checks and saving throws to endure the elements and avoid negative consequences.
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Exhaustion
One way to determine if a character is suffering from exhaustion is to perform a Constitution check. Constitution checks are typically called for when a character has been engaged in strenuous activities for an extended period, such as long-distance running or swimming or mountain climbing. For example, a Constitution check might be required after an 11-hour ordeal of mountain climbing, cave exploration, combat, and ladder climbing. These checks can also be used to determine if a character can stay awake while keeping watch during rest periods.
The effects of exhaustion in the 2024 Player's Handbook are significant. Each level of exhaustion reduces a creature's D20 Tests by two times the current level and their speed by 5 feet. Additionally, if a creature reaches the sixth level of exhaustion, it dies regardless of its current hit point maximum. It's important to note that the effects of exhaustion are cumulative, so the penalties increase as the levels of exhaustion stack.
To recover from exhaustion, a creature must ingest food and drink and finish a long rest. The amount of food and water required depends on the creature's size. Consuming less than half of the necessary amount will result in a DC 10 Constitution saving throw, and failure will lead to one level of exhaustion. After five days without food, a creature will automatically gain one level of exhaustion. Dehydration has similar consequences, with creatures consuming less than half the daily minimum water requirement automatically gaining a level of exhaustion.
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Frequently asked questions
Constitution checks are uncommon and are usually left to the Dungeon Master's (DM) discretion. They are used to model a character's attempt to push beyond normal limits. For example, a character might need to roll a Constitution check when holding their breath, running or swimming for a long time, or going without sleep.
To make a Constitution check, roll a d20 and add the relevant skill modifier. Apply any bonuses and penalties, and compare the total to the Difficulty Class (DC). If the total equals or exceeds the DC, the check is a success. Otherwise, it is a failure.
A Constitution save is usually used for resisting poison, drunkenness, or extreme weather conditions. It is a type of ability check that does not involve any specific action or effort on the part of the character. On the other hand, a Constitution check is used when a character attempts to accomplish a task that involves pushing beyond their normal limits.
No, the Constitution attribute is unique in that it does not have any related skills. This means that characters may not have many opportunities to use it during gameplay. However, some players and DMs choose to create new skills or modify existing ones to depend on Constitution, adding more depth to the game.
























