Underwater Combat
Underwater combat imposes disadvantage on most attacks, auto-miss on long-range shots, and grants fire resistance. Includes breath-holding and swimming rules.
Special rules apply when fighting in an aquatic environment.
Melee Attacks
A creature that doesn't have a swimming speed has disadvantage on melee weapon attack rolls unless the weapon is a dagger, javelin, shortsword, spear, or trident.
Ranged Attacks
- Ranged weapon attacks automatically miss targets beyond the weapon's normal range
- Even within normal range, the attack roll has disadvantage unless the weapon is a crossbow, net, or a weapon that is thrown like a javelin (spear, trident, dart)
Fire Resistance
Creatures and objects fully immersed in water have resistance to fire damage.
Breathing
A creature can hold its breath for a number of minutes equal to 1 + its CON modifier (minimum 30 seconds). When out of breath, a creature survives for a number of rounds equal to its CON modifier (minimum 1 round). At the start of its next turn after that, it drops to 0 HP and is dying.
Swimming
Each foot of movement while swimming costs 1 extra foot (2 extra in difficult terrain) unless a creature has a swimming speed. The DM may call for STR (Athletics) checks in rough water.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.