What are the Rules for Players Underwater in D&D 5e?

When a player character (PC) goes underwater in Dungeons & Dragons 5th Edition (D&D 5e), they must contend with a new set of rules that affect their movement, combat, and spellcasting.

Movement:

  • PCs move at half their usual speed while underwater.
  • PCs can't move through water that is more than 5 feet deep.
  • PCs can't run or charge while underwater.

Combat:

  • Melee attacks have disadvantage underwater.
  • Ranged attacks have disadvantage if the target is within 10 feet of the attacker.
  • Spells that require verbal components have disadvantage underwater.

Spellcasting:

  • Spells that create water or ice have advantage underwater.
  • Spells that require material components that aren't available underwater have disadvantage.

Other Rules:

  • PCs can't hold their breath indefinitely. They must make Constitution saving throws to avoid drowning.
  • PCs that fall unconscious underwater start drowning immediately.
  • Creatures with the swimming or water breathing abilities can move and attack underwater without penalty.
  1. Do PCs move faster underwater if they have the swimming skill? No, they still move at half their usual speed.
  2. Can PCs cast spells that have verbal components underwater if they have the Mage Hand cantrip? Yes, Mage Hand can be used to cast spells with verbal components underwater.
  3. Do PCs need to make Constitution saving throws to avoid drowning if they have the water breathing spell cast on them? No, they don't.
  4. Can PCs use grappling hooks to move underwater? Yes, but they must make Athletics checks with disadvantage.
  5. Can PCs use weapons with the reach property underwater? Yes, but they still have disadvantage on melee attacks.
  • Pathfinder Pawns: Underwater Adventure
  • D&D Miniatures: Underwater
  • Dice Tower: Underwater
  • Underwater Camera
  • Snorkeling Gear

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