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Underwater Combat

Given that Verdigras is a coastal port town, there is a high likelihood that there may be some aquatic themed adventures. Within these aquatic excursions, parties may be faced with combat in an underwater environment. When engaged in underwater combat there are a few rules to keep in mind.  
  • While in combat, a character can hold their breath for a number of rounds equal to 3 + their Constitution modifier, for a minimum of 3 rounds. If a character attempts to cast a spell with a verbal component while holding their breath, they immediately lose 1 round worth of air for each cast. This limitation is ignored for any character with the Amphibian racial feature.

  • When outside combat, characters can hold their breath for 1 + their Constitution modifier minutes, for a minimum of 1 minute. Regardless of how long a character has been underwater, at the start of combat their remaining breath decreases to a number of rounds based upon the previous ruling

  • All water counts as difficult terrain for any character without a swim speed.

  • Melee weapon attacks have disadvantage unless they are made with a weapon that deals piercing damage. Creatures with a swim speed are not bound by this restriction and may use any melee weapon.

  • A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, net or is a weapon that is thrown. Firearms do not work while under water.

  • Any creature that is fully submerged in water has resistance to fire damage.

  • You cannot swim effectively while wearing any armor that provides a disadvantage on stealth checks. Characters wearing heavy armor with disadvantage on stealth checks must succeed a DC 25 athletics check each round to keep their head above water without sinking. This check is reduced to DC 15 when wearing medium armor with disadvantages on stealth checks, and DC 10 for light armor with disadvantage on stealth checks. Mariner's Armor bypasses this ruling even if the armor would impose disadvantage on stealth checks.
The following races/classes have either a swim speed or are able to breath underwater.
  • Genasi (Air)
  • Genasi (Water)
  • Triton
  • Elf (Sea)
  • Half-Elf (Sea)
  • Sorcerer - Sea Sorcery
  • Warlock - Fathomless
  • Gift of the Depths - Warlock Invocation (5th level)
  • Druid - Wild Shape
  Characters without innate water breathing or swim speed may want to look into getting their hands on some of the below diving equipment before embarking on an underwater adventure.

  • Water Breathing - 3rd Level spell available to Druids, Rangers, Sorcerers, and Wizards.

  • Freedom of Movement - 4th Level spell available to Bards, Clerics, Druids and Rangers.

  • Diving Pearl - Craftable by Alchemists. Once consumed allows the character to breath underwater for 1 hour.

  • Mariner's Armor - Craftable by Weaver with Rare Materials. Provides the wearer a swim speed equal to your walking speed.

  • Artificial Gills - Craftable by Tinkerers with Azoth. A device held in the mouth that allows the wearer to breath underwater.

  • Cloak of the Manta Ray - Craftable by Weavers with much Azoth. A cloak that provides swim speed and underwater breathing.

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