While swimming, each foot of
Movement costs 1 extra foot (2 extra feet in difficult terrain such as rapids or fast currents), unless a creature has a swimming speed listed. At the GM’s option, gaining any distance in rough water might require a successful
Strength (
Athletics)
Skill Check.
Additionally, unless a creature has a swimming
speed, for each hour spent swimming it must succeed on an
DC 10
Constitution saving throw or gain one level of
Exhaustion.
Underwater travel
Unless a
creature has the ability to breathe in water, it must hold its breath to avoid
suffocating.
Swimming deep underwater imposes harsher tests of endurance: higher
DCs on their
Constitution saving throws, and additional
Bludgeoning Damage when they fail. These tests affect even creatures with a swimming speed, though they have reduced DCs on their saving throws. See the Water Depth Effects chart below for a reference.
While swimming in water colder than its body temperature, if a creature fails its
Constitution saving throw, it is dealt additional
Cold Damage equal to the
Bludgeoning Damage taken.
Water Depth Effects
Depth | Con Save DC | Creatures with swimming speed DC | Bludgeoning Damage on failed save |
---|
100 ft | 10 | - | 1d6 |
1000 ft | 15 | 5 | 3d6 |
1 mile | 20 | 10 | 6d6 |
10 miles | 25 | 15 | 10d6 |
100 miles + | 30 | 20 | 15d6 |
Additional restrictions and penalties apply to
underwater combat.
Swimming Speed
A
creature that has a swimming
speed doesn't need to spend extra
movement to swim, makes
Constitution saving throws with reduced
DCs while traveling underwater, and faces no restrictions or penalties during
underwater combat.
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