While you’re swimming, each foot of movement costs 1 extra foot (2 extra feet in Difficult Terrain). You ignore this extra cost if you have a Swim Speed and use it to swim. At the DM’s option, moving any distance in rough water might require a successful DC 15 Strength (Athletics) check.
Wondrous Item, uncommon (requires attunement) While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Wondrous Item, Uncommon This small gold ring has 21 interlocking spades carved around the outside. You have a Swim Speed of 40 feet while wearing this ring. See Chapter 7: Treasure in the Dungeon Master’s Guide for more information.
Wondrous Item, Uncommon (Requires Attunement) While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
This spell grants up to ten willing creatures of your choice within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration. Spell Tags: Buff Available For: Druid (Legacy), Ranger (Legacy), Sorcerer (Legacy), Wizard (Legacy), Artificer (Legacy), Druid, Ranger, Sorcerer, Wizard, Artificer, Druid - Circle of the Sea, Paladin -…
A Swim Speed can be used to swim without expending the extra movement normally associated with swimming. See also “ Swimming ” and “ Speed .”
If the party successfully blames the Hollow Pact, or fails in their attempt to pin the blame on another group: The effigy of Mother Vaelith stands silent for several uncomfortable moments. The Speaker of the Stone looks between you and the statue with a confused expression. The tension is shattered by a thunderous voice from the statue: "Throw them into the pit!" The wooden platform snaps open…
The underwater chamber has the following features. Use “Handout: Pious Puzzle” for reference.
Swimming through deep water (more than 100 feet deep) presents additional challenges because of the water’s pressure and cold temperature. After each hour of swimming in deep water, a creature that lacks a Swim Speed must succeed on a DC 10 Constitution saving throw or gain 1 Exhaustion level.
Geologists are those who have dedicated a portion of their lives to the study of rocks and earthly processes. They are able to see beyond the immediately obvious and interpret the landscape around them, providing valuable field knowledge. Ability Scores: Constitution, Strength, Intelligence Feat: Tough or Miner Skill Proficiencies: History and Nature Tool Proficiencies: Mason’s Tools ,…
You are in your element while in the water, moving with grace and ease. You have a Swim Speed equal to your Speed. Quickened Swim. If you take this trait twice, you can use the Dash action as a Bonus Action while swimming.
Origin Feat You gain the following benefits. Cold Water Training. While in water, you have Advantage on saving throws against extreme cold and on Strength (Athletics) checks to swim. Arctic Dive. On a turn when you dive from land into water, your movement in the water is at your normal Speed rather than half Speed.
Origin Feat You are able to live underwater. This may be a natural feature of your character if you’re playing a Malenti or an Elf from Valraea, or it could be the result of arcane transmutation or a divine blessing. Whatever the origin of this gift, you gain the following benefits. Amphibious. You can breathe underwater. If you possess the Limited Amphibiousness trait in addition to this feat,…
Wondrous Item, Uncommon (Requires Attunement) This long captain’s jacket carries with it an air of authority. Water slides off of it with ease and magically enhances your comfort in the ocean. While wearing the jacket, you gain a Swim Speed equal to your Speed, and you have proficiency with Navigator’s Tools. If you already had proficiency with Navigator’s Tools, you have Expertise with them…
Armor (leather), uncommon (requires attunement) You have a Swim Speed equal to your normal Speed when wearing this armor. Also, you have Advantage on any checks and saves to avoid or end the Grappled condition. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible…
Large Beast, Unaligned AC 12 Initiative +2 (12) HP 42 (5d10 + 15) Speed 40 ft., Swim 40 ft.
Hold Breath. The hippopotamus can hold its breath for 10 minutes. Actions Multiattack. The hippopotamus makes two Bite attacks. Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 16 (2d10 + 5) Piercing damage.
Wondrous Item, uncommon While wearing this cap underwater, you can take a Magic action to create a bubble of air around your head. This bubble allows you to breathe normally underwater. This bubble stays with you until the cap is removed or you are no longer underwater.
Deinocheirus is a giant ornithomimosaur from the Late Cretaceous (70 million years old) Nemegt Formation of Mongolia. A relative of Gallimimus, Ornithomimus, and Struthiomimus, it is both the largest and most bizarre member of its family. Design Philosophy Life is diverse. We find that the current 5.5e system of normal, proficiency, and expertise for saves/skills/attacks/etc. calculations based…
Dragon turtles are mighty creatures with shells large enough to be mistaken for islands and jaws capable of snapping ships like twigs. While some of these aquatic dragons contentedly slumber in the depths, others jealously guard vast territories with their scalding breath and lay claim to anything that sinks into the depths or sails on the waves. Occasionally these dragons agree to aid pirates,…
Sea hags loathe peace and beauty. Bitter, jealous creatures, they spread chaos and undermine joy however they can, undertaking elaborate deceptions to sow discord for its own sake. The hags’ true forms are supernaturally vile, and their baleful gazes can strike down creatures frightened by their appearance. Sea hags cloak themselves in illusions to work their schemes. Roll on or choose a result…
Origin Feat You are able to live underwater. This may be a natural feature of your character if you’re playing a Malenti or an Elf from Valraea, or it could be the result of arcane transmutation or a divine blessing. Whatever the origin of this gift, you gain the following benefits. Amphibious. You can breathe underwater. If you possess the Limited Amphibiousness trait in addition to this feat,…
Level 4 Transmutation (Cleric, Druid, Wizard) Casting Time: Action Range: 300 feet Components: V, S, M (a mixture of water and dust) Duration: Concentration, up to 10 minutes Until the spell ends, you control any water inside an area you choose that is a Cube up to 100 feet on a side, using one of the following effects. As a Magic action on your later turns, you can repeat the same effect or…
One capability can replace a similar one. For example, a Potion of Climbing could become a Potion of Swimming.
Level 4 Transmutation (Druid) Casting Time: Action Range: Touch Components: V, S, M (a handful of clay) Duration: Concentration, up to 1 hour When you cast this spell, grant a creature in range a portion of the power of the elementals. For the duration, the creature can speak and understand Primordial and gains additional benefits based on the element you choose when you cast the spell: Air. The…
Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action. When the spell ends, the target is…
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