🌊 Underwater Adventures

Swimming and Breath

Holding Breath: A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). When out of breath, a creature can survive for a number of rounds equal to its Constitution modifier (minimum 1 round). At the start of its next turn, it drops to 0 hit points and is dying.

Swimming: Each hour of swimming requires a DC 10 Constitution saving throw. On a failure, the creature gains one level of exhaustion. Heavy armor gives disadvantage on the check.

Depth and Pressure

Depth Effect
0-100 feetNo special effects
100-200 feetEquivalent to 2 hours of swimming (exhaustion risk)
200-300 feetEquivalent to 4 hours of swimming
Each additional 100 feetAdd 2 hour equivalent to swimming time

Underwater Combat

  • Creatures without swimming speed have disadvantage on melee weapon attack rolls unless using dagger, javelin, shortsword, spear, or trident
  • Ranged weapon attacks automatically miss targets beyond normal range
  • Ranged weapon attacks have disadvantage even at normal range (unless weapon is crossbow, net, or thrown weapon like javelin)
  • Fire damage is halved underwater
  • Creatures fully immersed in water have resistance to fire damage

Visibility Underwater

Water Clarity Light Visibility
Clear waterBright light60 feet
Clear waterDim light30 feet
Murky waterAny light10 feet
Any waterDarkness0 feet (heavily obscured)

Random Undersea Encounters

d100 Encounter
01-103d6 quippers (piranha-like fish swarm)
11-151d4 steam mephits
16-252d4 sahuagin (aquatic humanoids, usually hostile)
26-351d4 giant octopuses
36-452d10 merfolk (usually neutral, may trade)
46-501d4 sea hags
51-601d6 + 2 giant sea horses
61-702d4 hunter sharks
71-801d4 water elementals
81-90Ancient shipwreck (contains treasure and monsters)
91-95Underwater cave or grotto (possible lair)
96-00Giant sea creature (whale, kraken spawn, or dragon turtle)

β›΅ Sea Travel

Navigation Methods

Dead Reckoning: Navigate by landmarks and estimated speed. Easy near coast (DC 10), difficult in open ocean (DC 15). Requires navigator's tools proficiency.

Celestial Navigation: Use stars and sun position. Requires navigator's tools proficiency and clear weather. DC 12 Wisdom (Survival) check. Storms and cloud cover prevent this method.

Failed Navigation: Ship drifts off course by 1d10 miles per day in a random direction. Crew doesn't realize until landmarks are spotted or celestial navigation succeeds.

Weather at Sea

Weather Effect on Travel
Clear Skies Normal travel speed, good visibility (10 miles from crow's nest)
Strong Favorable Wind Sailing ships: +1 mph to speed
Strong Contrary Wind Sailing ships: -1 mph to speed (minimum 1 mph)
Dead Calm Sailing ships can't move (must row or wait)
Fog Visibility: 1d4 Γ— 100 feet. Navigation checks have disadvantage
Storm Half speed, rough seas, visibility 1d4 Γ— 100 feet. Risk of damage (see below)
Storm Damage: Each hour in a storm, ship takes 1d10 bludgeoning damage. If reduced to half HP or less, ship begins taking on water (sinking in 1d4 hours unless repairs made).

Visibility at Sea

From crow's nest in clear weather: 10 miles
In fog or storms: 1d4 Γ— 100 feet
At night with moon: 1 mile
At night, no moon: 500 feet

Random Encounters at Sea

d100 Encounter
01-10Passing ship (friendly merchant vessel or naval ship)
11-20Pirates (hostile ship, 2d10 bandits + captain, demand cargo or attack)
21-30Merfolk pod (curious, may trade or ask for help with sea monster)
31-40Sahuagin raiding party (2d6 warriors on hunting mission)
41-50Giant shark (hunter or reef shark stalking the ship)
51-55Dragon turtle (ancient, territorial, demands treasure toll)
56-60Griffon or harpy flock (flying overhead, may attack if hungry)
61-65Storm giant (traveling alone, usually peaceful)
66-70Kraken tentacles (ship is attacked by kraken from below!)
71-75Underwater ruins visible (ancient city, possible treasure/danger)
76-80Floating wreckage (recent shipwreck, survivors? treasure?)
81-85Favorable wind (add 1 mph to travel speed for the day)
86-90Water elemental rises from the deep (curious or territorial)
91-95Reef or sandbar ahead! Ship runs aground unless spotted (DC 15 Perception)
96-00Mysterious island appears (real? mirage? magical? has inhabitants?)

🚒 Ships and Ownership

Operating a Ship

Crew Costs: Common sailors cost 2 gp per day each. Skilled crew (navigator, first mate, boatswain) cost 4-10 gp per day.

Passenger Fares:

  • Hammock in crew quarters: 5 sp per day
  • Private cabin (small): 2 gp per day
  • Private cabin (luxury): 5-10 gp per day

Damage and Repairs: Ships have a damage threshold equal to half their HP. Damage below this threshold is superficial. Damage above requires repairs.

Repair Costs: 20 gp per hit point repaired. Takes 1 day per 20 HP when in port with shipyard access.

Airborne and Waterborne Vehicles

Vehicle Cost Speed Crew Passengers Cargo AC HP Damage Threshold
Rowboat50 gp1.5 mph13β€”1150β€”
Keelboat3,000 gp1 mph160.5 ton1510010
Longship10,000 gp3 mph4015010 tons1530015
Sailing Ship10,000 gp2 mph2020100 tons1530015
Warship25,000 gp2.5 mph6060200 tons1550020
Galley30,000 gp4 mph80β€”150 tons1550020
Airship20,000 gp8 mph10201 ton13300β€”
Travel Time Examples:
  • Sailing ship (2 mph) travels 48 miles per day (24 hours)
  • Galley (4 mph) travels 96 miles per day
  • Crossing a 500-mile sea takes a sailing ship about 10-11 days

Shipwreck Guidelines

Shipwrecks as Plot Devices: Shipwrecks should usually advance the story, not just kill characters randomly. When a ship is destroyed, consider these outcomes:

  • Characters wash up on a nearby shore (injured but alive)
  • Characters cling to wreckage and drift for 1d4 days before rescue
  • A passing ship rescues survivors (friendly? pirates? slavers?)
  • Characters find an island or reef to take shelter
  • Merfolk or sea creatures rescue characters (for a price?)

πŸ¦… Sky Travel

Flying Mounts

Rest Required: Flying mounts must rest 1 hour for every 3 hours of flight. Maximum 9 hours of flying per day (with 3 hours of rest breaks).

Travel Speed Calculation: A creature's flying speed in feet per round Γ· 10 = mph.
Example: Griffon has 80 ft. flying speed = 8 mph.

Daily Distance: In 9 hours with rest breaks, a griffon (8 mph) covers 72 miles.

Common Flying Mounts

Mount Speed Daily Distance Notes
Griffon8 mph72 milesRequires training, loyal once bonded
Hippogriff6 mph54 milesEasier to train than griffon
Giant Eagle8 mph72 milesIntelligent, must be persuaded not tamed
Pegasus9 mph81 milesOnly allows good-aligned riders
Wyvern8 mph72 milesDangerous, difficult to control
Airship8 mph192 milesNo rest needed, expensive to operate

Aerial Encounters

Encounter Guidelines: While flying at altitude, ignore ground-based encounters. Instead consider:

  • Aerial predators (rocs, young dragons, wyverns)
  • Other flying creatures (griffons, giant eagles, harpies)
  • Weather phenomena (thunderstorms, high winds)
  • Flying enemy patrols (mounted soldiers, flying monsters)
  • Airships or sky cities (if your setting has them)

Flying Weather Hazards

Hazard Effect
Strong WindsMount must make DC 10 Strength save or be blown 1d4 Γ— 10 feet off course
ThunderstormDisadvantage on Perception checks, lightning strikes (DC 15 Dex save, 2d10 lightning damage)
HailMount and rider take 1d4 bludgeoning damage each hour
Fog/CloudsVisibility drops to 30 feet, easy to get lost
Extreme Cold (high altitude)DC 10 Con save each hour or gain 1 level of exhaustion