firstkyne
Explorer
This is a continuation of a discussion which granted on another thread. I would like to ask this question of 5e experts.
I have an idea for a scene. The area is flooded under 4 feet of water with some sections subject to fast flowing. I am trying to make sure I stay as close to the rules as possible, but I need more detail than provided. Here what I have so far.
It is Difficult Terrain: medium sized creatures move at half speed, small creatures must swim to move.
Creatures of up to medium size may swim, if they wish. While swimming, each foot of movement costs 1 extra foot, unless a creature has a swimming speed.
Areas of rough water, or where the flow is counter to a creature's direction of travel, require a successful Strength(Athletics) check.
Rough/counter flow: DC15. Failure: cannot move. Critical failure, creature is carried by the water 2d4 x 5ft.
Very rough/counter flow: DC20. Failure: creature is carried by the water. Critical failure, creature is carried by water 2d4 x 5ft and takes buffeting damage 1d6 (bludgeoning).
Rough water with rocks in: tbc
V rough water with rocks in: tbc
Combat under water
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. 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.
Spells in water
Any Lightning keyword attack hitting someone in water hits everyone in the water
Any lightning keyword attack fired by someone in the water hits everyone in the water instead of it's target
Any fire damage attack deals half damage
5 to save against ongoing fire damage
Attacking a submerged creature from above the surface: tbc
Drowning
Tbc
Can you help me fill the gaps?
I have an idea for a scene. The area is flooded under 4 feet of water with some sections subject to fast flowing. I am trying to make sure I stay as close to the rules as possible, but I need more detail than provided. Here what I have so far.
It is Difficult Terrain: medium sized creatures move at half speed, small creatures must swim to move.
Creatures of up to medium size may swim, if they wish. While swimming, each foot of movement costs 1 extra foot, unless a creature has a swimming speed.
Areas of rough water, or where the flow is counter to a creature's direction of travel, require a successful Strength(Athletics) check.
Rough/counter flow: DC15. Failure: cannot move. Critical failure, creature is carried by the water 2d4 x 5ft.
Very rough/counter flow: DC20. Failure: creature is carried by the water. Critical failure, creature is carried by water 2d4 x 5ft and takes buffeting damage 1d6 (bludgeoning).
Rough water with rocks in: tbc
V rough water with rocks in: tbc
Combat under water
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. 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.
Spells in water
Any Lightning keyword attack hitting someone in water hits everyone in the water
Any lightning keyword attack fired by someone in the water hits everyone in the water instead of it's target
Any fire damage attack deals half damage
5 to save against ongoing fire damage
Attacking a submerged creature from above the surface: tbc
Drowning
Tbc
Can you help me fill the gaps?