![]() When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). Creatures who can't hold their breath can get into big trouble quickly by suffocating.Ī creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). Most water spells aren't persistent enough to create an issue with breathing, but Maelstrom is. There's a strong argument that this water counts as "running water" for the purposes of ruining a vampire: dealing 20 acid damage every time it ends its turn in the water, and preventing the vampire from using its shapechanging, misty escape, and regeneration abilities. A 5-foot cube of water contains 935 gallons, more than enough for instant death. ![]() Naturally, being immersed in water is the worst news for a fire elemental or fire elemental myrmidon, who take damage from just being exposed to water. Between that and the usual cloudiness of swirling water, the level of light in the area could be dimmed, with consequences for combat. The previous link also mentions, "Creatures and objects that are fully immersed in water have resistance to fire damage." Naturally, all this swirling water would also put out any existing fires (and prevent things like Fireball from lighting objects on fire). 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 (including a spear, trident, or dart). 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.Ī ranged weapon attack automatically misses a target beyond the weapon's normal range. Weapon AttacksĪs if vision didn't create enough issues, it's a lot harder to hit things through the water with most weapons. The rules on unseen attackers and targets say that attackers have advantage on attack rolls against creatures who can't see them on the other hand, being unable to see your target imposes disadvantage on your attack. That disadvantage on Perception checks means it's relatively easy for them to hide from each other, or just attack unseen. In a combat between two creatures, at least one of whom is caught in swirling water covering the 5-foot cube they inhabit, there's a good chance the creatures are at least sometimes lightly obscured from each other. ![]() (If a character risks getting within 5 feet, that character's attack rolls against the prone creature have advantage.) Vision On the plus side, attacks against the creature from more than 5 feet away are at disadvantage. If a creature does fall prone, it moves at half speed until it uses half of its movement to stand up again. When you land in difficult terrain, you must succeed on a DC 10 Dexterity ( Acrobatics) check to land on your feet. It gets better: if a creature lands in the water, or tries jumping up to get its head above water, it may have an even harder time escaping. And since a "swirling mass" of water sounds a lot like "rough water," the DM may require an Athletics check to move at all, after which a creature with a walking speed of 30 feet could move all of 10 feet with its movement and another 10 feet with its Dash. So, after the spell requires a Strength saving throw to avoid being pulled 10 feet toward the center, being in difficult terrain water means moving 1 foot costs 3 feet of movement. At the DM’s option, gaining any distance in rough water might require a successful Strength ( Athletics) check. ![]() Movementįirst, this spell is a trap for anyone who lacks a swimming speed (or a flying speed to get above the water), especially if their Strength isn't great.Įach foot of movement costs 1 extra foot (2 extra feet in difficult terrain) when you’re swimming You ignore this extra cost if you have a swimming speed and use it to swim. Players and DMs will have to keep a cheat sheet to keep track of it all. Creating a body of rough water on a battlefield changes so many things about combat: movement, vision, weapon attacks, fire, and issues with breathing that affect spellcasting.
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