Façam comentários aqui se quiserem opinar.
Regras de combate na água:
Code: Select all
When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find
themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.
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).
Creatures and objects that are fully immersed in water have resistance to fire damage.Essas regras são aplicáveis ao nosso jogo, com os seguintes extras.
1) A resistência ao fogo é só se o personagem estiver completamente embaixo da água.
2) Criaturas nadando (e não mergulhando) tem os mesmos redutores em ataques caso não possuam velocidade de nado (natural ou magica).
3) Magias não são afetadas pelas regras de ataque ranged.
4) 5 ft de movimento podem ser usados para submergir na água, ficando completamente encoberto.
Regras movimentação na água
Code: Select all
Unless aided by magic, a character can't swim for a full 8 hours per day. After each hour of swimming, a character
must succeed on a DC 10 Constitution saving throw or gain one level of exhaustion.
A creature that has a swimming speed-including a character with a ring of swimming or similar magic can swim all day
without penalty and uses the normal forced march rules in the Player's Handbook.
Swimming through deep water is similar to traveling at high altitudes, because of the water's pressure and cold temperature.
For a creature without a swimming speed, each hour spent swimming at a depth greater than 100 feet counts as 2 hours for
the purpose of determining exhaustion. Swimming for an hour at a depth greater than 200 feet counts as 4 hours.Velocidade de movimento:
Code: Select all
While climbing or swimming, each foot of movement costs 1 extra foot (2 extra feet in difficult terrain),
unless a creature has a climbing or swimming speed. At the GM’s option, climbing a slippery vertical surface
or one with few handholds requires a successful Strength (Athletics) check. Similarly, gaining any distance in
rough water might require a successful Strength (Athletics) check.Nadar em armadura pesada para cima passa a custar 2 feets em vez de 1 foot extra (3 em terreno difícil)
Dificuldades padrões para testes de natação:
Nadar em correnteza fraca: DC 12
Nadar em correnteza forte: DC 16 e terreno difícil (1 foot extra além do normal da água)
Nadar em enxurrada: DC 20 e terreno difícil (1 foot extra além do normal da água)
Nadar contra a correnteza ou sendo puxado por um vórtex = Desvantagem e terreno difícil (1 foot extra além do normal da água)
Segurando fôlego e afogando
Code: Select all
A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds).Code: Select all
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). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or
be stabilized until it can breathe again.1) Magias que precisem de componente verbal funcionam em baixo da água, mas fazem você perder o fôlego.
2) Tomar dano em baixo da água precisa de um Saving Throw de Constitution com DC igual ao dano tomado. Caso falhe o personagem perde todo o fôlego e começa a afogar.
3) Falar em baixo da água de qualquer forma faz você perder o fôlego.
4) Ações em baixo da água reduzem o seu fôlego em 1 round por ação. Movimento em baixo da água reduz seu folego em 1 round por 5 feets (ou menos) deslocados
Visibilidade embaixo da água:
Code: Select all
Visibility underwater depends on water clarity and the available light. Unless the characters have light sources,
use the Underwater Encounter Distance table to determine the distance at which characters underwater become aware
of a possible encounter.
UNDERWATER ENCOUNTER DISTANCE
Clear water, bright light: 60 ft
Clear water, dim light: 30 ft
Murky water or no light: 10 ft