sound's like you need a set of mariner's armor, ring of swimming... etc. here is a list of a quick search... There may be more.
I'm not sure why they gain advantage on you underwater though. Just because you don't have a swim speed, doesn't mean they gain advantage. (I had a DM who always surprised us and they always had advantage, and we always somehow had disadvantage... I stopped playing in his campaign)
DM discretion here, but if a player came to me and said they were spending time each day to learn how to swim during down time... I'd let them gain a swim speed. IMO it would be part of learning a new skill. Or maybe ask a boon if you complete a mission from someone powerful (never run GoSM so not sure if that would work).
It's not about the swim speed. Deeper water is dark, and as such, requires Darkvision or a light source in order to see through it. Most creatures that live in deep water have Darkvision, but as OP explains, the party has very little of that.
Further, here is the section on Underwater Combat from the PHB:
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 (including a spear, trident, or dart).
So if you don't have a swimming speed, you're kinda boned in underwater combat.
If you're playing Ghostmarsh you may also want to consider [magic item]Helm of Underwater action[/magic item]. It actually allows you to breathe underwater, grants a swim speed AND gives darkvision that works in and out of water. solves pretty much all of your issues. Only draw is that it costs an attunement slot but if you're playing in Ghostmarsh where all 3 are required it may be worth it
sound's like you need a set of mariner's armor, ring of swimming... etc. here is a list of a quick search... There may be more.
I'm not sure why they gain advantage on you underwater though. Just because you don't have a swim speed, doesn't mean they gain advantage. (I had a DM who always surprised us and they always had advantage, and we always somehow had disadvantage... I stopped playing in his campaign)
DM discretion here, but if a player came to me and said they were spending time each day to learn how to swim during down time... I'd let them gain a swim speed. IMO it would be part of learning a new skill. Or maybe ask a boon if you complete a mission from someone powerful (never run GoSM so not sure if that would work).
Concerning enemies having advantage, as someone DMing Ghosts of Saltmarsh currently, I have a likely reason for why that is the case. Spoilers for anyone playing or intending to play GoS.
Ghosts of Saltmarsh's underwater activites often have you fighting sharks and Sahuagin, both of whom share the Blood Frenzy trait. This trait gives them advantage on melee attacks made against creatures with any missing hit points.
sound's like you need a set of mariner's armor, ring of swimming... etc. here is a list of a quick search... There may be more.
I'm not sure why they gain advantage on you underwater though. Just because you don't have a swim speed, doesn't mean they gain advantage. (I had a DM who always surprised us and they always had advantage, and we always somehow had disadvantage... I stopped playing in his campaign)
DM discretion here, but if a player came to me and said they were spending time each day to learn how to swim during down time... I'd let them gain a swim speed. IMO it would be part of learning a new skill. Or maybe ask a boon if you complete a mission from someone powerful (never run GoSM so not sure if that would work).
They gain advantage against wounded enemies, not for them being underwater. It's in the Sahuagin stat block, it's called blood frenzy, I believe.
I have "Alert" so I can't be surprised. I'm alright there. hehe.
sound's like you need a set of mariner's armor, ring of swimming... etc. here is a list of a quick search... There may be more.
I'm not sure why they gain advantage on you underwater though. Just because you don't have a swim speed, doesn't mean they gain advantage. (I had a DM who always surprised us and they always had advantage, and we always somehow had disadvantage... I stopped playing in his campaign)
DM discretion here, but if a player came to me and said they were spending time each day to learn how to swim during down time... I'd let them gain a swim speed. IMO it would be part of learning a new skill. Or maybe ask a boon if you complete a mission from someone powerful (never run GoSM so not sure if that would work).
It's not about the swim speed. Deeper water is dark, and as such, requires Darkvision or a light source in order to see through it. Most creatures that live in deep water have Darkvision, but as OP explains, the party has very little of that.
Further, here is the section on Underwater Combat from the PHB:
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 (including a spear, trident, or dart).
So if you don't have a swimming speed, you're kinda boned in underwater combat.
I'm ok here, I'm dual wielding dagger and shortsword, or crossbow at range.
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It's not about the swim speed. Deeper water is dark, and as such, requires Darkvision or a light source in order to see through it. Most creatures that live in deep water have Darkvision, but as OP explains, the party has very little of that.
Further, here is the section on Underwater Combat from the PHB:
So if you don't have a swimming speed, you're kinda boned in underwater combat.
If you're playing Ghostmarsh you may also want to consider [magic item]Helm of Underwater action[/magic item]. It actually allows you to breathe underwater, grants a swim speed AND gives darkvision that works in and out of water. solves pretty much all of your issues. Only draw is that it costs an attunement slot but if you're playing in Ghostmarsh where all 3 are required it may be worth it
Concerning enemies having advantage, as someone DMing Ghosts of Saltmarsh currently, I have a likely reason for why that is the case. Spoilers for anyone playing or intending to play GoS.
Ghosts of Saltmarsh's underwater activites often have you fighting sharks and Sahuagin, both of whom share the Blood Frenzy trait. This trait gives them advantage on melee attacks made against creatures with any missing hit points.
Check out my latest homebrew: Mystic Knight (Fighter) v1.31
They gain advantage against wounded enemies, not for them being underwater.
It's in the Sahuagin stat block, it's called blood frenzy, I believe.
I have "Alert" so I can't be surprised. I'm alright there. hehe.
I'm ok here, I'm dual wielding dagger and shortsword, or crossbow at range.