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A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). | A creature can hold its breath for a number of minutes equal to 1 + its Constitution modifier (minimum of 30 seconds). | ||
When a creature runs out of breath or is choking, it can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again. | |||
For example, a creature with a Constitution of 14 can hold its breath for 3 minutes. If it starts suffocating, it has 2 rounds to reach air before it drops to 0 hit points. | |||
== Vision and Light == | |||
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The most fundamental tasks of adventuring— noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell - to name just a few—, rely heavily on a character’s ability to see. | |||
Darkness and other effects that obscure vision can prove a significant hindrance. A given area might be lightly or heavily obscured. In a '''lightly obscured''' area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Perception checks that rely on sight. | |||
A '''heavily obscured''' area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the Blinded condition (see Appendix A) when trying to see something in that area. | |||
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