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.
Related Questions
- Do PCs move faster underwater if they have the swimming skill? No, they still move at half their usual speed.
- 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.
- 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.
- Can PCs use grappling hooks to move underwater? Yes, but they must make Athletics checks with disadvantage.
- Can PCs use weapons with the reach property underwater? Yes, but they still have disadvantage on melee attacks.
Related Hot Sale Items
- Pathfinder Pawns: Underwater Adventure
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