Surfing
An ancient and beloved tradition, wave-riding has arisen as a sport and way of life all over the world. Spread by ocean goers everywhere, it is difficult to determine just exactly where the activity first became popular, but it has existed in its modern form for well over a thousand years. People will take long pilgrimages, and pay huge sums of money, to find the perfect wave, or to explore the perfect beach.
The surfing culture has grown into a philosophical powerhouse, boasting some of the greatest thinkers of the ages amongst its adherents. From doctors and professors, to dock workers, to professional beggars, the lifestyle and athleticism attract people from all walks of life. To quote a Lizardfolk surfing champion, "It'll blow you away as it blows your mind, dude!"
Execution
The surfer paddles out, and waits patiently for a good wave to ride. Once one comes along, the surfer tries to catch it and ride it in on a board made of planks. The style with which one rides can count, with experienced practicioners pulling off impressive tricks and visually stunning maneuvers.
Basic Mechanics
When surfing, a character makes a series of checks to ride a wave. One ride generally lasts a minute, or about ten rounds. Initiative is used to keep everything in order, and ability checks are used in appropriate places to stay on the board or get through challenging situations.
- Key Abilities:
- Dexterity (Acrobatics) – Balancing, maneuvering
- Strength (Athletics) – Paddling, staying on the board in rough waves
- Wisdom (Perception) – Reading waves and timing drops
- Constitution saving throws – Withstanding wipeouts or sudden impacts
Surfing Procedure
- Roll 4d4 to see how many rounds the ride will go on for
- Roll for Initiative
- Wave Check
- Roll Wisdom (Perception) to read the incoming wave:
- DC 10 for small surf
- DC 13 for standard waves
- DC 16+ for massive or magical swells
- Success gives:
- +1 to your next Surfing Check
- Knowledge of hidden dangers (rocks, sea creatures, magical rips)
- Failure Brings:
- -1 to your first Surfing Check
- Possible hazards mid-ride
- Roll Wisdom (Perception) to read the incoming wave:
- Surfing Checks (Each Round)
- Roll Dexterity (Acrobatics) to maintain your ride and do tricks.
- DC varies by wave size:
- Calm: DC 10
- Big: DC 13
- Storm: DC 16+
- Magical or cursed: DC 18–20
- On a success: You stay upright. Style bonus if you beat DC by 5+
- On a failure by 5 or less: You wobble, -1 to next check
- On a failure by 6+: You wipe out
- DC varies by wave size:
- Roll Dexterity (Acrobatics) to maintain your ride and do tricks.
- Tricks and Stunts
- As a bonus action, characters can attempt stunts for prestige, to impress locals, or to win competitions. Examples include:
- Cutback (DC 13 Acrobatics): +1 morale for allies if successful
- Aerial Flip (DC 15 Acrobatics): +1 Inspiration die if witnessed
- Tube Ride (DC 17): Grants Heroic Inspiration for 1d4 days
- Wave Leap (DC 15 Athletics): You launch into the air! Can be used for dramatic escapes.
- As a bonus action, characters can attempt stunts for prestige, to impress locals, or to win competitions. Examples include:

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