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Dnd 5e shock system
Dnd 5e shock system





dnd 5e shock system

Each round that you succeed you keep your head above water and counts as one round of the rounds required to remove your armor. You make a DC 10 Dexterity (Acrobatics) check each round. During this time you cannot swim or take any other actions. A successful DC 15 Dexterity (Acrobatics) check will cut that time in half. If you choose to remove your armor after entering the water, it will take one minute (10 rounds). Failure means you have a speed of 0 as you go under water for that round and loose one carried item, shield or weapon (your choice as to what you drop). A lucky few (usually the PCs and important NPCs) have magic items that improve their AC, but most sailors rely on their natural Dexterity.Īttempting to swim while wearing light armor requires that you make a DC 10 Strength (Athletics) check each round. Occasionally, combat Infantry will don light or medium armor for a battle, but most of the time sailors go unarmored. The weight tends to be the most prohibitive factor – falling overboard in 65-pound full plate normally results in death. In general, heavy armor is not terribly common on ships.

dnd 5e shock system

If unencumbered, you can swim straight up at 20 feet per round. You can swim straight down at 15 feet per round if holding the equivalent of medium armor, or 25 feet per round if holding the equivalent of heavy armor. You can swim straight down at half that speed. Your underwater swimming speed is the same as your surface swimming speed. You can swim underwater as long as you can hold your breath (see “Drowning” below). Failure results in you falling back into the water. Once you reach the ship, you must make as DC 15 Strength (Athletics) check to climb back onto the ship.

dnd 5e shock system

Failure means that you cannot move this round, you are using all of your strength to simply keep your head above the waves. If you are within 5 feet of a moving ship (or one that has been involved in a ramming or grappling maneuver), you must make as DC 10 Strength (Athletics) check. Otherwise you receive 1d6 hit points damage from the fall.Įach foot you swim cost you one extra foot of speed. If you fall or are pushed overboard, you must succeed on a DC 10 Dexterity (Acrobatics) check to enter the water without damage. If you jump or dive into the water you can enter the water at any point up to the maximum distance you can jump (refer to the Jumping rules in the Player’s Handbook).

dnd 5e shock system

If you are pushed overboard you will fall 2d6+5 feet from your ship. If you fall overboard you will splash down 1d6+5 feet from your ship. Flotsam or other floating items grant advantage to checks to stay afloat. Rough water adds 5 to all the following DCs except for checks made when more than 5 feet under the surface. In the mean time here is part that may be of general interest.ĭrowning Rules for D&D 5E Falling Off the Ship I have been working on 5E Ship-to-Ship combat rules.







Dnd 5e shock system