Swim

Move
Actions: 1
Required Proficiency: Untrained
Requirements: None

You propel yourself through water. In most calm water, you succeed at the action without needing to attempt a check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to suffocate. Other rules for movement while swimming are detailed in Special Types of Movement.

If the water is turbulent, or another factor affects your ability to swim such as combat or a heavy burden, you will need to attempt an athletics check to maintain your normal control and swimming speed. Failing this check may result in loss of control and/or forced movement. If you end your turn in water and haven’t succeeded at a Swim action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last action on your turn was to enter the water, you don’t sink or move with the current that turn.

If you are fighting while swimming, there are many additional factors and dangers that may be considered aside from the ability to swim. These are further detailed here.

Water Base Athletics DC
Calm 10
Rough 15
Stormy 20
Athletics Roll Modifiers Athletics Roll Adjustment
Resisting or fighting while swimming -1d
Resisting or fighting a creature with natural swim speed -2d
While wearing heavy armour -2d
While wearing medium armour -1d
Player is able to stand or control themselves with an object (such as a rope) +1d
Player has a swim speed +1d

Critical Success: You move through the water 10 feet, plus 5 feet per 20 feet of your land Speed (a total of 15 feet for most PCs).

Success: You move through the water 5 feet, plus 5 feet per 20 feet of your land Speed (a total of 10 feet for most PCs).

Critical Failure: You make no progress, and if you’re holding your breath, you lose 1 round of air.

Speed Success Critical
5–15 feet 5 10
20–35 feet 10 15
40–55 feet 15 20
60–65 feet 20 25