#source-PlayerHandbook
Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.
#### Strength Checks
A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation. The [Athletics](https://www.dndbeyond.com/compendium/rules/basic-rules/using-ability-scores#Athletics) skill reflects aptitude in certain kinds of Strength checks.
![[Athletics]]
##### Other Strength Checks
The DM might also call for a Strength check when you try to accomplish tasks like the following:
- Force open a stuck, locked, or barred door
- Break free of bonds
- Push through a tunnel that is too small
- Hang on to a wagon while being dragged behind it
- Tip over a statue
- Keep a boulder from rolling
#### Attack Rolls and Damage
You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin.
You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack.
#### Variant: Encumbrance
The rules for lifting and carrying are intentionally simple. Here is a variant if you are looking for more detailed rules for determining how a character is hindered by the weight of equipment. When you use this variant, ignore the Strength column of the [Armor table](https://www.dndbeyond.com/sources/phb/equipment#Armor) in [chapter 5](https://www.dndbeyond.com/sources/phb/equipment).
If you carry weight in excess of 5 times your Strength score, you are **encumbered**, which means your [speed](https://www.dndbeyond.com/compendium/rules/basic-rules/adventuring#Speed) drops by 10 feet.
If you carry weight in excess of 10 times your Strength score, up to your maximum carrying capacity, you are instead **heavily encumbered**, which means your [speed](https://www.dndbeyond.com/compendium/rules/basic-rules/adventuring#Speed) drops by 20 feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution.