Breathing
Holding Your Breath
A character who takes a deep breath can hold their breath for 60 seconds per point of con modifier (minimum 30 seconds) if they are engaging in minimal activity
Each time the character takes damage, their air capacity is reduced by 30 seconds.
Speaking or casting a spell immediately empties the air from the character's lungs
A character who is under the effects of the Water Breathing spell does not have any air stored in their lungs, but their lungs are also not filled with water.
If the spell ends suddenly while underwater, they will start the first round of suffocation at the start of their next turn.
Suffocating
A character who is out of air suffers 1d6 points suffocation damage on the first round.
This damage is repeated each round and increased by 1d6 for each subsequent round they are out of air.
Combat
Swimming in water costs twice as much movement unless you have a swim speed.
When making a melee weapon attack, a creature that doesn't have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.
A ranged weapon attack automatically misses a target beyond the weapon's normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).
Creatures and objects that are fully immersed in water have resistance to fire damage.
Other
Endurance
For each hour swimming, you need to make a constitution saving throw or suffer a point of exhaustion
Near Surface (DC 10)
100 feet below surface (DC 15)
200 feet below surface (DC 20)
Visibility
Clear Water + Bright Light - 60 feet
Clear Water + Dim Light - 30 feet
Murky Water or No Light - 10 feet
Reminder that perception checks are at disadvantage in dim light. Darkvision improves light by one category.