Take My Breath Away

 

Your party stands at the brink of a treasure-laden room, but a perilous challenge awaits: the air is thick with toxic fumes. In order to get that treasure, they are going to have to hold their breaths in order to avoid succumbing to the toxins. They prepare themselves, and the party looks at you, wondering how they go about accomplishing this.

(Art: Magic the Gathering by Anato Finnstark)



Scenarios like these, where characters need to hold their breath, are not uncommon in Dungeons & Dragons. From dungeons filled with noxious gases to underwater escapades, the ability to manage one’s breath can mean the difference between life and death. Initially, I expected the rules governing such situations in D&D 5E to be intricate and layered. However, as with many aspects of this beloved game, the approach is more straightforward than one might assume.



In this post, we’ll explore the existing rules as written (RAW) in D&D 5E for holding breath and suffocation. We’ll look at how they play out in the game and discuss some optional rules I’ve considered bringing additional challenge and realism to your adventures.



Understanding the Basics




The D&D 5E suffocation mechanics are straightforward yet essential for both players and Dungeon Masters to grasp, especially when planning underwater combat or dangerous dungeon crawls.



In the basic rules (Chapter 8: Adventuring), we have a section titled “Suffocating”. The rules state:


“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.”


Now that we’ve explored the RAW mechanics of holding breath in D&D 5E, let’s delve into how these rules manifest in actual gameplay scenarios. Most times, characters with average or above-average Constitution scores rarely face immediate danger from suffocation. For instance, during an underwater exploration, a character with a Constitution score of 14 enjoys a comfortable 3-minute window to navigate the depths. This duration, brief in real life, extends significantly in the turn-based system of D&D, where each round of action takes only six seconds. It’s in these tense moments that the suffocation rules reveal their impact on gameplay strategy.



Applying D&D 5E Suffocation Rules



In practical gameplay, the D&D 5E breath-holding rules rarely lead to immediate danger, but they add an interesting layer to Dungeons & Dragons gameplay strategies, particularly in high-tension situations. Most 5E player characters I have seen have at least a Constitution score of 12, giving them 2 minutes and 12 seconds until they would drop to 0 hit points.



While suffocating on its own is not incredibly dangerous, it affects a character’s ability to speak.



The Impact of Breath-Holding on Spellcasting

Art: Magic the Gathering by Wayne Reynolds

An interesting aspect of D&D 5E’s suffocation mechanics is their impact on spellcasting, especially for spells with verbal components, a key consideration in underwater combat in D&D.

Specifically looking at the “Casting a Spell” section in Chapter 10: Spellcasting of the Basic rules, we see under Components:


“Thus, a character who is gagged or in an area of silence, such as one created by the silence spell, can’t cast a spell with a verbal component.”


I would think that a character holding their breath would be gagged, and therefore cannot cast any spells with verbal components. Suddenly holding your breath has a bit more bite to it.


(For those who like to refer to a designer, there are some tweets that talk about this process).





Analyzing D&D 5E’s Approach to Breath-Holding Mechanics





Looking at the full implications of suffocating and holding breath, I understand why the D&D 5E designers kept the system simple. As I have mentioned before, 5th Edition excels at making systems based on binary conditions, keeping it somewhat lightweight and simple for Dungeons & Dragons games. Similar to my thoughts on RAW rules on Darkness, I think the developers built the system to avoid the complex situations that would happen in previous editions. We have rules that simulate what we want and they work. But that does not mean they entirely work for me. 



My reflections on the D&D 5E breath-holding rules reveal a balance between simplicity and the need for more nuanced suffocation mechanics in role-playing games Understanding the practical implications of these suffocation rules in typical gaming sessions leads us to consider how we might enhance the challenge and realism. To bring an extra layer of strategy and risk to scenarios involving breath-holding, I propose a set of optional rule variants. These aim to more realistically simulate the physiological and psychological strains of holding breath, especially in strenuous situations.



Introducing the ‘Strained’ Condition



If you have ever tried to do something while holding your breath, you know it adds a level of difficulty to whatever you are trying to accomplish. It can be challenging to perform physical activities without enough breath.



Consider the ‘Strained’ condition I propose. Imagine your party’s rogue diving underwater to evade a patrol of guards. Initially, sneaking through the water, they feel confident and agile. However, as seconds stretch into a minute, the rogue becomes ‘Strained.’ Their muscles ache, and lungs burn for air, making it increasingly difficult to maintain stealth and speed. Now, the rogue must make a crucial decision: surface for air and risk detection or push forward under the growing threat of exhaustion and potential drowning.



Strained



  • A strained creature’s speed drops by 10 feet.

  • Ability checks, attack rolls, and saving throws that use Strength, Dexterity, or Constitution are made at disadvantage.



And to implement it, we adjust the rules on Suffocating by adding the following section:



A creature that holds its breath for at least one round becomes Strained due to exerting themselves normally.



Now characters will operate with their initial breath, but suffer after that.



Optionally, you can change this to account for a particularly Hardy monster or character by having the condition take effect after a number of rounds equal to their Constitution Modifier, minimum of one. A trained Fighter or Monk has an advantage over a less active character.



The Challenges of Maintaining Breath in Combat



As we identified with the Strained condition, holding your breath is difficult. It takes a certain amount of physical effort and focus to maintain, which makes other activities difficult. But how can we represent the opposite, where normal activities can interrupt holding your breath? Luckily, we have an excellent mechanic for this already: Concentration.



Held Breath



Any character that takes damage must make a Held Breath check, a Constitution saving throw. The DC equals 10 or half the damage you take, whichever number is higher. If you take damage from multiple sources, then each source of damage has its own separate Held Breath check.



Upon failing, a creature loses 30 seconds of held breath. For example, a creature that has 2 minutes that fails a check will now have 1 minute 30 seconds of air left.



This feature both increases the danger and challenge of adventuring where creatures cannot breathe.



Let’s apply the ‘Held Breath’ check in a scenario. Your party’s fighter is submerged, grappling with a hostile Merrow. During the struggle, the fighter takes a hard hit. In that instant, not only must they manage the physical impact but also maintain their breath control. Here, the fighter must make a Constitution saving throw, with the DC determined by the damage taken. Failing this check means losing precious seconds of air, narrowing the window of opportunity to either defeat the foe or escape. This mechanic underscores the additional challenges and risks faced in underwater combat, beyond the obvious threats of the enemy itself.



Tactical Decisions: Using the ‘Spending a Breath’ Rule



Picture your party’s wizard, submerged in a flooded dungeon chamber, trying to decipher an ancient runic puzzle that controls the water level. Time is running out as the water rises, and the solution lies in a spell with a verbal component. Under the standard rules, casting this spell would be impossible without surfacing for air. However, with the ‘Spending a Breath’ rule, the wizard faces a critical choice: sacrifice a minute of held breath to utter the incantation, potentially solving the puzzle but also risking their ability to stay submerged long enough to escape should the spell fail. It’s a gamble, weighing the immediate need against the danger of running out of air. This optional rule adds a layer of dramatic tension and strategic decision-making to the gameplay, especially in high-stakes situations.



Spending a Breath



A creature holding their breath may choose to expend some of their held breath in order to speak or utter a verbal component of a spell. Every time a creature chooses this, they reduce their held breath duration by 1 minute. For example, a creature that has 2 minutes of held breath remaining and casts a spell will now have 1 minute of held breath remaining.



A creature may not expend more held breath than they have available.



In this tense moment, the wizard opts to ‘Spend a Breath.’ Their lungs tighten as they rapidly lose a significant portion of their remaining air, but the spell’s words echo through the water. The runes respond, halting the rising tide just in time. It’s a moment of relief, but the wizard is now acutely aware of their dwindling air supply, adding urgency to their next moves. This scenario exemplifies how the ‘Spending a Breath’ rule can create dynamic and suspenseful situations, encouraging players to weigh their options carefully and think creatively under pressure.



Now this rule allows players to have a method of risking their precious air in order to do a bit more. While this rule mostly benefits spellcasters, you can expand it to benefit other classes as well. If you incorporate the Strained condition into your rules by adding this:



A creature under the effects of the Strained condition may spend a breath at the start of their turn in order to suffer no effects of this condition until the start of their next turn.



Depending on how you choose to incorporate the Strained condition, this can be a dangerous option, but it provides martial characters with another option.



Navigating the Choking Hazard

Art: Magic the Gathering by David Gaillet

The RAW 5th Edition Rules and my variants have operated under the assumption that a character is willingly choosing not to breathe, but that is not always the case. Sometimes a hazard or enemy will put a creature in the unfortunate position of being choked, which can catch them off guard. While the official rules do not provide options for that, Baba Lysaga’s Nocturnes and Nightmares has some variant rules.


Choking


A creature that breathes but cannot do so against its will for whatever reason is choking. Commonly, this creature is being grappled or otherwise restrained. A choking creature cannot speak or cast spells with a verbal component. 

A creature can only remain in this state for a number of rounds equal to its Constitution modifier, or a minimum of 1 round. At the start of its next turn, it drops to O hit points and is dying, and it can’t regain hit points or be stabilized until it can breathe again. If the creature could deliberately take a breath before choking, or if it makes a successful DC 12 Dexterity saving throw when the choking condition begins, the time for which it can survive is doubled.

While choking, the creature can continue to take actions if not incapacitated, but whenever it takes an action, it loses an additional round of available time. It may take the Catch Breath action.

Catch Breath. You make a Strength saving throw at a given DC. On a success, the number of rounds you have available while choking increases by 2.

These rules change up the suffocation rules slightly, and do a solid job of providing a way to compensate for if a creature could prepare themselves or not. While they won’t be necessary in all situations, they are useful rules to use and I recommend checking them out.


Balancing Realism and Gameplay



In conclusion, let’s revisit the optional rules we’ve proposed:

  • Strained Condition: This rule simulates the physical challenges of performing tasks while holding one’s breath, impacting a character’s speed and efficiency in strenuous situations. It adds a realistic element to scenarios like underwater exploration or navigating through toxic environments.

  • Held Breath Check: Mirroring the concentration mechanic, this check introduces the risk of losing precious breath when a character takes damage. This rule heightens the stakes in combat scenarios, especially in hostile environments where breathing is a luxury.

  • Spending a Breath: Offering players a strategic choice, this rule allows spellcasters (and others) to temporarily break their breath-holding to cast spells or communicate, at the cost of their remaining air. It’s a gamble that can turn the tide of an encounter but with significant risks.

  • Choking Variant: Addressing situations where characters are involuntarily deprived of air, this rule adds tension and urgency to grapples and restraints, expanding the scope of combat strategies.


After delving into the intricacies and applications of these rule variants, it’s clear that while they add a layer of complexity and realism to our gameplay, they also bring to light significant considerations regarding gameplay balance. These new rules, though optional, could fundamentally alter the dynamics of typical encounters and challenges faced by adventurers.


Discuss these rules with your party before implementing them. Rules such as this can have a drastic change on how player characters will function, and might cause your players to make different choices. Introduce these rules in a new adventure or allow players to make character adjustments (during a Session 0-2 )



Conclusion



To sum up, while the RAW rules in D&D 5E offer a straightforward approach to handling breath-holding scenarios, the optional rules presented here aim to add layers of realism, challenge, and strategic decision-making to your adventures. By incorporating elements like the ‘Strained’ condition or the ‘Held Breath’ check, we not only mirror the physiological realities of strenuous situations but also open doors to more dynamic and tactical encounters. These rules, while adding complexity, are designed to enhance the immersion and challenge, making each decision under pressure a crucial part of the narrative.


What do you think of these rules? Would they heighten the thrill of an underwater adventure or add danger to a stealthy mission in a poison filled chamber? Have you used similar rules in your game? I would love to hear your thoughts in the comments below.