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Suffocation

Hold breath for 1 + CON modifier minutes. After that, survive CON modifier rounds before dropping to 0 HP. Can't stabilize until breathing resumes.

Creatures need to breathe, and running out of air can be lethal in just minutes.

Holding your breath: A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum 30 seconds). A creature with CON 16 (+3) can hold its breath for 4 minutes.

Running out of air: When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum 1 round). At the start of its next turn after those rounds expire, it drops to 0 hit points and is dying. It cannot regain hit points or be stabilized until it can breathe again.

Common situations:

  • Underwater without water breathing or a swim speed with gills
  • Trapped in a sealed room with limited air
  • Inside a cloudkill or similar gas effect (though these typically deal damage rather than suffocation)
  • Buried alive in rubble or sand
  • Strangled or choked by a creature or effect

Strenuous activity: Holding your breath while fighting, swimming, or running may reduce the duration. Some DMs rule that each round of combat or strenuous activity consumes 1 minute of held breath.

Spells and features that help:

  • Water breathing: breathe underwater for 24 hours (ritual)
  • Air bubble: creates a bubble of breathable air
  • Triton ancestry: breathe water naturally
  • Items like cloak of the manta ray or cap of water breathing

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.

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