Acid
Coming into contact with corrosive acid is exceedingly painful, and destructive towards the tissue that has come into contact with the acid.
- A creature that starts their turn or comes into contact with corrosive acid for the first time on a turn suffers 1d6 points of Acid damage, and suffers from the Aflamed (1d6 Acid) condition for 1d4 rounds thereafter; additionally the creature must make a DC 12 Constitution saving throw or suffer 1d8 points of Poison damage from the fumes of the acid, so long as they remain within 10 feet of a large source of this acid, or 5 feet of a moderate source of this acid.
- A creature totally immersed in acid, suffers 10d6 points of Acid damage when they first come into contact with the acid, and again at the start of each of their turns. This is in addition to the DC 12 Constitution saving throw required for being within range of a large source of acid.
- Creatures immune to acid’s caustic properties are immune to the poison damage caused by an acid's caustic fumes; additionally, a creature immune to acid's caustic properties might still drown in it if they are totally immersed (see Suffocation).
Dehydration and Starvation
Exhaustion caused by lack of food or water can’t be removed until the character eats and drinks the full required amount.
- Dehydration: A normal humanoid needs one gallon of water per day, or two gallons per day if the weather is hot. A creature who drinks only half of their required water must succeed on a DC 10 Constitution check or suffer a level of exhaustion at the end of the day. A character with access to even less water automatically suffers a level of exhaustion at the end of the day, no check given.
- Starvation: Creatures who fail to eat or drink are likely to suffer the effects of Exhaustion. A normal humanoid needs two pounds of food per day and can make food last longer by subsisting on half rations. Eating a pound of food in a day counts as half a day without food. A creature can go without food for a number of days equal to 3 + their Constitution score (minimum 1). At the end of each day beyond that limit, a character automatically suffers one level of exhaustion. A normal day of eating resets the count of days without food to zero.
Environmental Cold
Cold and exposure deals Cold damage to the victim and drains them of their vigor. A character cannot recover from the damage dealt or levels of Exhaustion gained by a cold environment until they get out of the cold and warm up again.
Environmental Cold has a range of severity based upon how cold the environment is itself, as well as whether or not the creature in the cold is unprotected, protected, or well protected against the cold.
A creature wearing cold-weather attire, protected naturally against the cold, or bundled up in a winter blanket is considered protected against cold. A creature resistant to Cold damage, protected naturally against heavy cold, or wearing heavy-duty cold-weather attire is considered well-protected against cold. A creature immune to Cold damage, is immune to the effects of Environmental Cold. A creature wearing light or no clothing, is otherwise unprotected entirely, or wearing metal armor not designed for the cold suffers Disadvantage on their Constitution checks against Environmental Cold. A creature who has the Survival skill can receive a bonus on this check and might be able to apply this bonus to other characters as well (see the skill description).
- An unprotected creature in cold weather (less than or equal to 40° F) must make a Constitution check each hour (DC 8, +1 per previous check) or gain a level of Exhaustion; beginning on the 3rd hour, and every hour thereafter of exposure in this manner, a failed check results in the creature suffering 1d4 points of Cold damage, in addition to the level of Exhaustion.
- An unprotected creature in severe cold weather (less than or equal to 0° F) must make a Constitution check every 10 minutes (DC 8, +1 per previous check) or suffer 1d4 points of Cold damage and gains a level of Exhaustion; beginning on the 3rd check, and every check thereafter of exposure in this manner, a failed check results in the creature suffering an additional 2d4 points of Cold damage, in addition to the above given effects.
- A protected creature in severe cold weather (less than or equal to 0° F) must make a Constitution check each hour (DC 8, +1 per previous check) or gain a level of Exhaustion; beginning on the 3rd hour, and every hour thereafter of exposure in this manner, a failed check results in the creature suffering 1d4 points of Cold damage, in addition to the level of Exhaustion.
- An unprotected creature in extreme cold weather (less than or equal to -20° F) must make a Constitution check every 10 minutes (DC 10, +1 per previous check) or suffer 2d6 points of Cold damage and gains a level of Exhaustion; beginning on the 3rd check, and every check thereafter of exposure in this manner, a failed check results in the creature suffering an additional 3d6 points of Cold damage, in addition to the above given effects.
- A protected creature in extreme cold weather (less than or equal to -20° F) must make a Constitution check every hour (DC 8, +1 per previous check) or suffer 1d4 points of Cold damage and gains a level of Exhaustion; beginning on the 3rd hour, and every hour thereafter of exposure in this manner, a failed check results in the creature suffering an additional 2d4 points of Cold damage, in addition to the above given effects.
- An unprotected creature in deathly cold weather (less than or equal to -50° F) must make a Constitution check every 1 minute (DC 14, +1 per previous check) or suffer 5d6 points of Cold damage and gains a level of Exhaustion; beginning on the 3rd check, and every check thereafter of exposure in this manner, a failed check results in the creature suffering an additional 5d6 points of Cold damage, in addition to the above given effects.
- A protected creature in deathly cold weather (less than or equal to -50° F) must make a Constitution check every 10 minutes (DC 10, +1 per previous check) or suffer 2d6 points of Cold damage and gains a level of Exhaustion; beginning on the 3rd check, and every check thereafter of exposure in this manner, a failed check results in the creature suffering an additional 3d6 points of Cold damage, in addition to the above given effects
- A well-protected creature in deathly cold weather (less than or equal to -50° F) must make a Constitution check every hour (DC 8, +1 per previous check) or suffer 1d4 points of Cold damage and gain a level of Exhaustion; beginning on the 3rd hour, and every hour thereafter of exposure in this manner, a failed check results in the creature suffering an additional 2d4 points of Cold damage, in addition to the above given effects.
Creatures that suffers at least four levels of Exhaustion from Environmental Cold is in danger of Frostbite; every hour thereafter, the creature must make a Constitution check (DC 10, +1 per previous check), on failure roll a dice based upon the number of limbs the creature has to determine the affected limb, followed by a dice equal to double the number of appendages on this limb + 1, if the result is in the first set of numbers, that appendage is frostbitten, if the result is within the second set of numbers, all appendages up to and including that number are frostbitten, if the result is equal to the number of appendages + 1, the limb itself is frostbitten. A frostbitten limb or appendage must have a Lesser Restoration or similar spell cast upon it within the hour or the limb is lost, turned to frozen and decayed flesh; if the limb is not removed by the time the creature is warmed up, they will wish it had been.
Environmental Heat
Heatand exposure deals Fire damage to the victim and drains them of their vigor. A character cannot recover from the damage dealt or levels of Exhaustion gained by a hot environment until they get out of the heat and cool down.
Environmental Heat has a range of severity based upon how hot the environment is itself, as well as whether or not the creature in the heat is unprotected, protected, or well protected against the heat.
A creature wearing hot-weather attire, or protected naturally against the heat is considered protected against heat. A creature resistant to Fire damage, protected naturally against heavy heat, or wearing heavy-duty hot-weather attire is considered well-protected against heat. A creature immune to Fire damage, is immune to the effects of Environmental Heat. A creature wearing an abundance of clothing, or clothing designed for cold weather, or is otherwise unprotected entirely, or wearing metal armor not designed for the heat suffers Disadvantage on their Constitution checks against Environmental Heat. A creature who has the Survival skill can receive a bonus on this check and might be able to apply this bonus to other characters as well (see the skill description).
- An unprotected creature in hot weather (greater than or equal to 90° F) must make a Constitution check each hour (DC 8, +1 per previous check) or gain a level of Exhaustion; beginning on the 3rd hour, and every hour thereafter of exposure in this manner, a failed check results in the creature suffering 1d4 points of Fire damage, in addition to the level of Exhaustion.
- An unprotected creature in severe hot weather (greater than or equal to 110° F) must make a Constitution check every 10 minutes (DC 8, +1 per previous check) or suffer 1d4 points of Fire damage and gains a level of Exhaustion; beginning on the 3rd check, and every check thereafter of exposure in this manner, a failed check results in the creature suffering an additional 2d4 points of Fire damage, in addition to the above given effects.
- A protected creature in severe hot weather (greater than or equal to 110° F) must make a Constitution check each hour (DC 8, +1 per previous check) or gain a level of Exhaustion; beginning on the 3rd hour, and every hour thereafter of exposure in this manner, a failed check results in the creature suffering 1d4 points of Fire damage, in addition to the level of Exhaustion
- An unprotected creature in extreme hot weather (greater than or equal to 140° F) must make a Constitution check every 10 minutes (DC 10, +1 per previous check) or suffer 2d6 points of Fire damage and gains a level of Exhaustion; beginning on the 3rd check, and every check thereafter of exposure in this manner, a failed check results in the creature suffering an additional 3d6 points of Fire damage, in addition to the above given effects.
- A protected creature in extreme hot weather (greater than or equal to 140° F) must make a Constitution check every hour (DC 8, +1 per previous check) or suffer 1d4 points of Fire damage and gains a level of Exhaustion; beginning on the 3rd hour, and every hour thereafter of exposure in this manner, a failed check results in the creature suffering an additional 2d4 points of Fire damage, in addition to the above given effects.
- An unprotected creature in deathly hot weather (greater than or equal to 160° F) must make a Constitution check every 1 minute (DC 14, +1 per previous check) or suffer 5d6 points of Fire damage and gains a level of Exhaustion; beginning on the 3rd check, and every check thereafter of exposure in this manner, a failed check results in the creature suffering an additional 5d6 points of Fire damage, in addition to the above given effects
- A protected creature in deathly hot weather (greater than or equal to 160° F) must make a Constitution check every 10 minutes (DC 10, +1 per previous check) or suffer 2d6 points of Fire damage and gains a level of Exhaustion; beginning on the 3rd check, and every check thereafter of exposure in this manner, a failed check results in the creature suffering an additional 3d6 points of Fire damage, in addition to the above given effects
- A well-protected creature in deathly hot weather (less than or equal to 160° F) must make a Constitution check every hour (DC 8, +1 per previous check) or suffer 1d4 points of Fire damage and gain a level of Exhaustion; beginning on the 3rd hour, and every hour thereafter of exposure in this manner, a failed check results in the creature suffering an additional 2d4 points of Fire damage, in addition to the above given effects
A creature that fails their third check against Environmental heat is considered Dehydrated for the remainder of this day, gaining an additional level of Exhaustion.
Falling
A fall from a great height is one of the most common hazards facing an adventurer. A creature begins their descent whenever they would first begin to fall; on the first round of their descent, they fall 150 feet, on the second round of their descent, they fall an additional 350 feet for a total of 500 feet fallen over two rounds; on the 3rd round every subsequent round thereafter, they fall an additional 1000 feet. A creature continues to fall until it either has its descent slowed in some way, or it hits a solid surface, or a body of liquid.
A creature that hits a solid surface is knocked Prone if they suffer any fall damage or from the Exhausted condition due to the fall; additionally, a creature that hits a solid surface suffers the following effects:
Fall Height |
Effects |
Fall DC |
0 - 9 ft. |
|
0 |
10 - 40 ft. |
- 1d6 points of Bludgeoning damage for every 10 feet fallen.
|
12 |
41 - 60 ft. |
- 1d6 points of Bludgeoning damage for every 10 feet fallen.
- Additionally, the falling creature must make a Constitution saving throw for every 20 feet fallen or gain a level of Exhaustion.
|
12 |
61 - 80 ft. |
- 1d6 points of Bludgeoning damage for every 10 feet fallen.
- Additionally, the falling creature must make a Constitution saving throw for every 20 feet fallen or gain a level of Exhaustion; a natural 1 on any of these saves results in a broken limb, 1-2 = Arm, 3-4 = Leg. A broken limb is useless unless healed with a lesser restoration, greater restoration, or heal spell.
|
12 |
81 - 100 ft. |
- 1d8 points of Bludgeoning damage for every 10 feet fallen.
- Additionally, the falling creature must make a Constitution saving throw for every 20 feet fallen or gain two levels of Exhaustion; a natural 1 on any of these saves results in a broken limb, 1-2 = Arm, 3-4 = Leg. A broken limb is useless unless healed with a lesser restoration, greater restoration, or heal spell.
- A creature concentrating on a spell while at this height, must make a Concentration check at this DC or lose the spell.
|
12 |
101 - 120 ft. |
- 1d8 points of Bludgeoning damage for every 10 feet fallen.
- Additionally, the falling creature must make a Constitution saving throw for every 20 feet fallen or gain two levels of Exhaustion; a natural 1 on any of these saves results in a broken limb, 1-2 = Arm, 3-4 = Leg. A broken limb is useless unless healed with a lesser restoration, greater restoration, or heal spell.
- A creature concentrating on a spell while at this height, must make a Concentration check at this DC or lose the spell.
|
15 |
121 - 140 ft. |
- 1d8 points of Bludgeoning damage for every 10 feet fallen.
- Additionally, the falling creature must make a Constitution saving throw for every 20 feet fallen or gain two levels of Exhaustion; a natural 1 on any of these saves results in a broken limb, 1-2 = Arm, 3-4 = Leg. A broken limb is useless unless healed with a lesser restoration, greater restoration, or heal spell.
- A creature concentrating on a spell while at this height, must make a Concentration check at this DC or lose the spell.
|
15 |
141 - 160 ft. |
- 1d10 points of Bludgeoning damage for every 10 feet fallen.
- Additionally, the falling creature must make a Constitution saving throw for every 20 feet fallen or gain two levels of Exhaustion; a natural 1 on any of these saves results in a broken limb, 1-2 = Arm, 3-4 = Leg. A broken limb is useless unless healed with a lesser restoration, greater restoration, or heal spell.
- A creature concentrating on a spell while at this height, must make a Concentration check at this DC or lose the spell.
|
15 |
161 - 180 ft. |
- 1d10 points of Bludgeoning damage for every 10 feet fallen.
- Additionally, the falling creature must make a Constitution saving throw for every 20 feet fallen or gain two levels of Exhaustion; a natural 1 on any of these saves results in a broken limb, 1-2 = Arm, 3-4 = Leg. A broken limb is useless unless healed with a lesser restoration, greater restoration, or heal spell.
- A creature concentrating on a spell while at this height, must make a Concentration check at this DC or lose the spell; this save is made at Disadvantage.
|
20 |
181 - 200 ft. |
- 1d10 points of Bludgeoning damage for every 10 feet fallen.
- Additionally, the falling creature must make a Constitution saving throw for every 20 feet fallen or gain three levels of Exhaustion; a natural 1 on any of these saves results in a broken limb, 1-2 = Arm, 3-4 = Leg. A broken limb is useless unless healed with a lesser restoration, greater restoration, or heal spell.
- A creature concentrating on a spell while at this height, must make a Concentration check at this DC or lose the spell; this save is made at Disadvantage.
|
20 |
201+ ft. |
- 1d12 points of Bludgeoning damage for every 10 feet fallen.
- Additionally, the falling creature must make a Constitution saving throw for every 20 feet fallen or gain three levels of Exhaustion; a natural 1 on any of these saves results in a broken limb, 1-2 = Arm, 3-4 = Leg. A broken limb is useless unless healed with a lesser restoration, greater restoration, or heal spell.
- A creature concentrating on a spell while at this height, must make a Concentration check at this DC or lose the spell; this save is made at Disadvantage.
|
20 |
- Deliberate Fall: A creature that deliberately jumps instead of merely slipping, falling, can attempt to reduce the distance fallen. They can make a Strength (Athletics) or Dexterity (Acrobatics) check with a DC equal to the Fall DC of the fall with a bonus to the DC equal to 1 for every 20 feet fallen. On success, the fall distance is reduced a number of feet equal to that creature's Proficiency bonus in the skill + that creature's Strength or Dexterity modifier (depending on chosen skill) x 5 feet. This is cumulative with other forms of fall distance reduction. A creature that deliberately dives into a body of water, can choose to increases the DC of the Fall by 4; if they do so, the fall distance reduced is double the normal amount on success.
For example, If a character with a +3 Proficiency bonus in Athletics and a Strength score of 17 (modifier +3) attempts to jump off a cliff that is 60 feet up above the next surface area. They can make their Athletics check to reduce the effects of the fall itself. They get a 16 on their roll, beating the DC 15 jump; with their successful jump, they are able to tuck and roll, reducing the 60 foot fall to that of a 30 foot fall thanks to their successful Athletics check, because 3 Strength mod + 3 Proficiency x 5 equals 30 feet of fall reduction.
- Soft Surface: Any fall onto a yielding surface, such as soft ground, mud, plush pillows, etc., reduce the fall distance by 10 feet, with an additional 10 feet or more given for especially plush surfaces or similar situations, at DM discretion; this reduction is cumulative with other forms of fall distance reduction.
- Momentum and Spellcasting: Casting a teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface. Casting any spell or using an ability while falling from a height greater than 100 feet requires a Concentration check, with a DC equal to 10 + spell level, or Fall DC - 5, in the case of non-spell abilities. On failure, the ability or spell fails to activate, the action is lost.
- Falling Into Water: A creature that falls into water of a depth that is equal to or greater than their height, reduces the fall distance by 10 feet for every 5 feet of depth the body of water has; this caps out at a 30 foot reduction to fall distance, and is cumulative with other forms of fall distance reduction.
Fire Spread
Unchecked, fire tends to spread both rapidly and unpredictably. Minor factors, such as the dryness of the burning material, the presence of wind or breeze, flammable finish on flooring, dry vegetation in an area, and countless other factors can all contribute to the spread of a fire. Once a fire has burned an area, this fire will not return to that area unless more flammable material is applied to the given area. Likewise, once an area has been doused with water or covered with a non-flammable substance, such as dirt, that area is safe from further effects of the blaze for the immediate future. Every round that a fire burns, regardless of whether creatures are attempting to control it, roll 1d20 and consult the following table to determine the activity of the fire for that round and how many (if any) 5-foot squares the fire spreads to. The DM chooses which squares a fire spreads into if multiple possibilities exist. Fire cannot spread into areas where it has already been extinguished (unless noted otherwise), nor can it spread into squares where flammable materials are not present. Characters who are inside of a square when it catches fire are subject to damage, as per the rules for catching on fire.
d20 |
Fire Reaction |
1 |
The fire does not grow this round. |
2 |
The fire grows 1 square to the north. |
3 |
The fire grows 1 square to the east. |
4 |
The fire grows 1 square to the south. |
5 |
The fire grows 1 square to the west. |
6 |
The fire grows 1 square in all directions. |
7-8 |
The fire does not grow this round. |
9 |
The fire grows 2 squares to the north. |
10 |
The fire grows 2 squares to the east. |
11 |
The fire grows 2 squares to the south. |
12 |
The fire grows 2 squares to the west. |
13 |
The fire grows 2 squares in all directions. |
14-18 |
The fire does not grow this round. |
19 |
The fire grows 3 squares in all directions. |
20 |
The fire grows 4 squares in all directions. |
Catching on Fire
Creatures exposed to burning oil, bonfires, and non-instantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don’t normally set a character on fire, unless noted otherwise, since the heat and flame from these come and go in a flash.
- Characters at risk of catching fire are allowed a DC 10 Dexterity saving throw to avoid this fate, certain fires or effects may have a greater or lower DC, given at DM discretion. If a character’s clothes or hair catch fire, they suffer from the Aflamed (1d6 Fire) condition. At the end of a creature's turn who has caught fire in this way, the burning creature must make another Dexterity saving throw at the same DC. Failure means they suffer the Aflamed conditions damage for that round, success means that the fire has gone out. Three consecutive fails in a row results in the Fire spreading, increasing in the Aflamed (3d6 Fire) condition, and requiring 2 consecutive successes to put the fire out rather than 1 success using this method.
- A character on fire in this way, unless it is an oil fire, automatically extinguishes the flames by jumping into enough water to douse themselves. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like allows the creature the standard DC 15 skill check as appropriate to the situation at hand, at DM discretion.
- Flammable items on a creature is effected by this flame as normal, suffering the Aflamed conditions damage, beginning with the item(s) closest to the source of the fire first, burning that item until it is destroyed, or the fire spreads to the greater Aflamed (3d6 Fire) condition, at which point three flammable items closest to the source of the fire are subject to this damage as normal.
Molten Minerals
Coming into contact with lava, or other molten minerals is excruciatingly painful and destructive.
- A creature that comes into contact with lava, such as by walking atop lava, or by being splashed by lava, suffers 10d10 points of Fire damage. The creature must make a successful DC 15 Constitution saving throw or suffer from the Poisoned condition for 1 minute; a creature resistant or immune to fire damage does not need to make this save.
- A creature that is doused or otherwise submerged in lava, such as by having lava pour atop them from above, suffers 18d10 points of Fire damage. The creature must make a successful DC 20 Constitution saving throw or suffer from the Poisoned condition for 1 minute; a creature resistant or immune to fire damage does not need to make this save.
- A creature that comes into light contact with molten minerals, such as accidentally touching or getting too close to a pool of liquid metal, suffers 1d6 points of Fire damage.
- A creature that comes into heavy contact with molten minerals, such as being splashed by the contents of a bucket of molten iron, suffers 2d10 points of Fire damage.
- A creature that is doused or otherwise submerged with molten minerals, such as having a bucket of molten iron drained over ones head while unable to dodge the effects of the molten metals, suffers 10d10 points of Fire damage. The creature must make a successful DC 15 Constitution saving throw or suffer from the Poisoned condition for 1 minute; a creature resistant or immune to fire damage does not need to make this save.
Smoke Inhalation
A creature who breathes heavy smoke must make a Constitution saving throw each round (DC 10, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds suffers 2d6 points of Fire damage; after a number of rounds equal to the affected creature's Constitution score spent inhaling heavy smoke, a failed save at this point results in that creature falling unconscious. A creature fallen unconscious in this way begins to suffocate, and follows those rules as if they were not prepared. A creature can hold their breath while in the heavy smoke, negating the need for a check for that round of breath being held; however, this likewise reduces the number of rounds of breath that creature has should they fall unconscious by 1. Finally, a creature that has properly prepared for the smoke has advantage on their saving throws, or additional benefits depending on the item used, at DM discretion.
Suffocation
- A creature can aware and alert enough to realize it needs to hold its breath can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). A creature unaware or otherwise caught surprised when it would be forced to hold its breath can do so for half as long.
- When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). When this time has passed, should the creature still be choking or otherwise suffocating, at the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again, this includes results of 20+ on the Death Check.
For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points. The same creature caught unawares can hold their breath for 15 rounds before it begins to suffocate, at which point they have 2 rounds to reach air before they are dropped to 0 hit points.
Water
Any creature can wade in relatively calm water that isn’t over their head, no check required. Similarly, swimming in calm water only requires a Strength (Athletics) checks with a DC of 5; this DC is increased to 10 for a creature that does not know how to Swim. By contrast, fast-moving water is much more dangerous; depending on the grade of water itself, as given below:
- Fast Water (10 - 60 feet): A creature swimming in fast-water requires a Strength (Athletics) checks with a DC between 10 to 15, depending on the situation at hand, given at DM discretion; this DC is increased by 5 for a creature that does not know how to Swim, additionally, this DC increases by 4 for a creature swimming against the current. On a failed check, a creature moves a number of feet down stream equal to the speed of the water itself, and suffers 1d6 points of Bludgeoning damage for every 10 feet of the water's movement; if flowing over rocks and cascades, this damage increases to 2d6 points of Bludgeoning damage for every 10 feet of the water's movement.
- Surging Water (61 - 120 feet): A creature swimming in surging-water requires a Strength (Athletics) checks with a DC between 16 to 21, depending on the situation at hand, given at DM discretion; this DC is increased by 5 for a creature that does not know how to Swim, additionally, this DC increases by 4 for a creature swimming against the current. On a failed check, a creature moves a number of feet down stream equal to the speed of the water itself, and suffers 2d6 points of Bludgeoning damage for every 10 feet of the water's movement; if flowing over rocks and cascades, this damage increases to 4d6 points of Bludgeoning damage for every 10 feet of the water's movement. Every minute of swimming against the current requires a DC 10 + (1 per previous check), Constitution ability check; gaining a level of Exhaustion on failure.
Additionally, fast flowing water can hamper ones ability to concentrate or cast spells when lost to the current.
- Momentum and Spellcasting: Casting a teleport or a similar spell while being forcefully moved down stream does not end your momentum, it just changes your location, meaning that you still take the damage you would have taken for that round of water-movement, even if you arrive on solid land; however, if you arrive in calm waters, this momentum is reduced by 10 feet for every 10 feet of movement in the currents direction that you can travel in the newly found calm waters. Casting any spell or using an ability while forced to move in this way requires a Concentration check, with a DC equal to 10 + spell level, or the Athletics DC - 5, in the case of non-spell abilities. On failure, the ability or spell fails to activate, the action is lost.
Very deep water is not only generally pitch black, posing a navigational hazard, but worse, the water pressure of the area can and has felled many a would be diver. Swimming through deep water is similar to traveling at high altitudes, because of the water's pressure and cold temperature. For a creature not adapted to the ocean's depths, each hour spent swimming at a depth greater than 100 feet counts as 2 hours for the purpose of determining exhaustion. Swimming for an hour at a depth greater than 200 feet counts as 4 hours. Additionally, very cold water causes would be swimmers who are not naturally adapted to the depths of the water to suffer from the effects of Severe or Extreme Cold as given above under Environmental Cold; however the check is made every minute (for a 10 minute or hour check) or round for a 1 minute check) depending on the character's level of protection and the level of cold that the water has attained.
Catching a Floating Creature
As long as you are on a riverbank, water vessel, or overhang such as a dock or tree branch, you can attempt to catch a floating creature as long as its path takes it through a space within reach of your. In order to successfully grab the creature, you must succeed at a Strength (Athletics) check (DC = the Water's DC). For example, catching a creature traveling 60 feet per round in Fast Water would require a successful DC 15 Strength (Athletics) check. If the floating creature is incapacitated, unconscious, or otherwise helpless, the DC increases by 4. If you are standing on an uneven or unstable surface, the DC increases according to the Acrobatics Modifiers table. If you fail your Athletics check by 4 or less, you simply fail to grab the creature and they continue past; failure by 5 or more means you are potentially dragged into the water as well, and must succeed at a Dexterity saving throw (DC = the DC to catch the floating creature) to avoid the same fate as the creature you tried to help.
You can also use a long, sturdy object such as a pole, loose tree branch, or reach weapon to pull someone is is conscious or otherwise aware and able to interact with their surroundings, out of the water from up to 10 feet away, though in this case you merely brace yourself as best you can and the floating creature must grab the object, requiring the floating creature to succeed on a Dexterity saving throw (DC = the DC to catch the floating creature). You don’t risk being pulled into the water when using an object to catch a creature in this way.
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