Underwater Combat
(Based mainly on the D&D 5e rules for underwater movement and combat)
Each square of movement costs 1 extra square unless the creature has a swim speed.
To swim without sinking, a creature without a swim speed must make an Athletics check:
- DC 15 if wearing heavy armour or carrying a heavy load
- DC 10 if wearing medium armour
- No check otherwise
Creatures underwater have resistance to fire damage.
Melee attacks have disadvantage unless:
- Attacker has a swim speed, or
- Weapon is a spear, dagger, or similar
Ranged attacks:
- Disadvantage within normal range (unless the weapon is a crossbow, net, javelin, or similar)
- Impossible beyond normal range
- This applies to Aleric’s Sharpshooter feat
- Target pistol: Range 40'
- Rifled musket: Range 100'