Sunteți pe pagina 1din 2

Deep Sea Diving for D&D 5th edition

U
nderwater stories are a bit glossed over in the
official Player's Handbook and Dungeon
Master's Guide, and this falls in line with the
general philosophy of simplifying the game
mechanics to promote a more narrative and
less number-crunchy story. However, for those
of us interested in more elaborate ocean
adventures, here are some options to challenge players
seeking riches far beneath the waves. Like all homebrew, the
values and ranges presented here are more like guidelines,
and are completely open for your particular table to change
and interpret for what suits your game best.
Below the Depths
Whether you're playing in a fantasy world or a more science
accurate one, just having the ability to breathe underwater is
not enough once you reach a certain point below sea level.
The incredible vastness of the ocean creates several
dangerous conditions for creatures to deal with, affecting
humanoid biology in very particular ways. Every level of depth
comes with its own complications, and those risks accumulate
the deeper one travels.
100 feet down
Once a humanoid dives below 100 feet, the symptoms of
Nitrogen Narcosis begin to manifest. Also known as
"raptures of the deep," affected creatures begin acting as if
drunk, often with impaired judgment and losing the ability to
think critically. When spending more than 1 minute at this
depth, a creature gains the poisoned condition until they
spend at least 1 minute above this depth. Like all the risks
described here, these symptoms will continue to progress as
depth increases.
200 feet down
Past 200 feet, the affects of narcosis increase and amplify.
This is compounded with the symptoms of Oxygen Toxicity,
in which the very air we need to survive slowly begins to
destroy living tissue. Every minute, creatures below this depth
must make a DC 12 Constitution saving throw, taking 2d6
poison damage on a failed save, or half as much damage on a
successful one. Every 10 minutes spent at this depth
increases a creature's exhaustion level by one.
300 feet down
This is the maximum safe diving depth for humanoids, and
continuing further increases chances of death exponentially.
Euphoria and hallucinations become common, and the senses
of sight and sound can become overwhelmingly sensitive. In
addition to the previous conditions, creatures below this depth
must also make a DC 15 Constitution saving throw every
minute, taking a further 4d6 poison damage on a failed save,
or half as much damage on a successful one. Every 10
minutes spent at this depth increases a creature's exhaustion
level by three.

1
400 feet down Deep Sea Diving Gear
This is the general depth of the Continental Shelf, a mostly Below are some options for both technological and magical
flat sea floor that extends about 500 feet from the coast. This items used to survive the ocean depths. A full tank of air
is the foundation for most of what we know about ocean should grant an experienced diver approximately 2 hours
ecosystems, home to the coral reefs and all the life that worth of air, although consumption will increase with depth.
surrounds them. Sunlight still reaches these depths, fueling
the plants and plankton that feed everything else. In a fantasy Diving Equipment
world, this is the most likely home for tritons, merfolk, and
other aquatic humanoids. Name
Depth
Rating Weight Properties
600 feet down SCUBA system,
-- 50 lb. --
with tank
If you go to the edge of the continental shelf, you reach the
steep drop-off known as the Continental Margin. This is like SCUBA tank 200
30 lb. --
a sheer cliff that descends towards the true ocean floor. Diving (air) ft.
down to 600 feet, you will reach what is sometimes called the SCUBA tank
disphotic zone, where light from the surface is significantly (compressed
400
30 lb.
Advantage on saves against
dimmed and plants can no longer grow. This is a region of air)
ft. oxygen toxicity
dim light, and sunlight is not strong enough here to affect
those with sunlight sensitivity. Every minute, creatures below Negates the bends, ocean
this depth must make a DC 12 Constitution saving throw, Atmospheric
Diving Suit
2,000
ft.
900 lb.
pressure, nitrogen
narcosis, and oxygen
taking 2d6 cold damage on a failed save, or half as much toxicity
damage on a successful one.
Experimental Negates the bends,
400
2000 feet down Liquid Breathing
ft.
50 lb. nitrogen narcosis, and
System oxygen toxicity
At this depth, the pressure of the ocean begins to take its toll
on humanoid bodies. Every minute, creatures below this
depth must make a DC 12 Constitution saving throw, taking
2d6 bludgeoning damage on a failed save, or half as much Deep Sea Magic Items
damage on a successful one. Depth
Name Rating Weight Properties
3000 feet down
Potion Water breathing, negates
This is the maximum depth that sunlight can be seen. Below of the 400 ft. -- nitrogen narcosis and oxygen
this is a region of complete darkness. In addition to the Deep toxicity
previous conditions, creatures below this depth must also
make a DC 15 Constitution saving throw every minute, taking Potion
15,000
Water breathing, negates ocean
a further 2d6 bludgeoning damage and 2d6 cold damage on a of the
ft.
-- pressure, nitrogen narcosis, and
failed save, or half as much damage on a successful one. Abyss oxygen toxicity
Helm of Requires attunement; water
The Ocean Floor the 400 ft. 5 lb. breathing, negates nitrogen
Deep narcosis and oxygen toxicity
At an astounding 15,000 feet below the surface and 900 feet
from shore, we reach the Abyssal Plain, the vast stretch of
emptiness that connects the continents. Almost nothing can
live at these extreme depths, and those few creature that do
are often strange and horrifying. While sunlight cannot reach
this far, life finds a way. Some creatures survive off of detritus
and waste matter that drifts down from the surface regions,
others thrive using the chemicals spewed from large cracks
and vents in the bedrock. If you want to include this region in
your game, it should be appropriately dangerous and alien.
Decompression Sickness
Often called the bends or taravana, this occurs when
ascending too quickly through the ocean and can have deadly
consequences. Symptoms include joint and limb pain,
dizziness, and difficulty breathing. Extreme cases can even
result in seizures, paralysis, and death. At a depth below 100
feet, a creature ascending faster than 30 feet in one minute
must make a DC 12 Constitution saving throw every minute,
taking 2d6 poison damage on a failed save, or half as much
damage on a successful one.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

S-ar putea să vă placă și