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Combat

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.