Underwater Adventuring

by Rayzor

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Underwater Adventuring

Underwater Combat When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a different and challenging environment. Underwater the following rules apply.

When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear or trident.

A ranged weapon attack automatically misses a target beyond the weapon’s normal range (it will not reach that far or will not have enough energy to do any damage). Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin, which includes a spear, trident or dart.

Creatures and objects that are fully immersed in water have resistance to fire damage.

Remember that creatures that do not have a swimming speed have reduced movement as swimming costs 2 feet for each foot moved, so swimming across a 5 foot square costs 10 feet of movement.

Finally, keep in mind that you will also want to incorporate the vertical elements of fighting underwater. It may be necessary for creatures or characters to swim up or down with their movement in addition to the normal horizontal options.

Swimming for Long Periods

Unless aided by magic, a character can't swim for a full 8 hours per day. After each hour of swimming, a character must succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. A creature that has a swimming speed (including a character with a ring of swimming or similar magic) can swim for 8 hours a day without penalty which means they use the normal forced march rules in the Player's Handbook just as if they are walking. Swimming through deep water is similar to travelling at high altitudes, because of the water's pressure and cold temperature. For a creature without a swimming speed, each half hour spent swimming at a depth greater than 100 feet counts as an hour for the purpose of determining exhaustion, and swimming for a quarter of an hour at a depth greater than 200 feet also counts as an hour.

Underwater Visibility

Visibility underwater depends on water clarity and the available light. Unless the characters have light sources, use the Underwater Encounter Distance table to determine the distance at which characters underwater become aware of a possible encounter.

Underwater Encounter Distance
Water Conditions Encounter Distance
Clear water, bright light 60 feet
Clear water, dim light 30 feet
Murky water or no light 10 feet