Swimming

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


DepthCon Save DCCreatures with swimming speed DCBludgeoning Damage on failed save
100 ft10- 1d6
1000 ft155 3d6
1 mile2010 6d6
10 miles2515 10d6
100 miles +3020 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.

Comments

Please Login in order to comment!