Weather is a major part of everyday life, and can have very serious effects or no effects on the environment. Use the effects and weather status below to determine the weather. Weather is not consistent and can change through the day. For natural appearing effects, change only one level in the chart at a time to get to the new result. You can also determine how long weather lasts by rolling 2d4. When Strange Phenomena occurs, you will have to roll on the Strange Phenomena table at the bottom of this page.
Clear Skies/Light Clouds
This has clear bright light during the day time, and a view of the stars and moon at night. There are no modifiers for Clear Skies or Light clouds.
Heavy Clouds
The sky is blocked. High flying aerial creatures have total cover, and outdoor light does not count as sunlight. Checks using Navigation Tools to determin your location based on celestial observation are made with disadvantage.
Rain
Unpleaseant to travel in. If you have wagons, your travel pace is slowed by half. If you attempt to take a long rest without cover, you must make a DC 12 Constitution saving throw gain the benefits for a long rest. all fire damage roles have a -2. Rain Also has the effects of Heavy Clouds.
Heavy Rain
Same as rain, but the DC becomes 16 to benefit from a long rest without shelter and if heavy rain Occurs two days in a row wagon travel becomes impossible until one day without rain occurs. May cause flooding. All fire damage rolls have a -4. Lightning and cold damage rolls gain a +2. Also has the effect of Heavy Clouds.
Freezing Cold
If you attempt to take a long rest without cover and heat, you must make a DC 15 Constitution saving throw gain the benefits for a long rest. If you fail by 5 or more, you gain an additional level of Exhaustion.
All cold damage rolls have a +2.
Ashfall
Heavy white clouds of swirling smoke fill the sky, and it rains ash that coats everything in little flecks. A smell of burning wood or sulphur permeates the air. Also has the the effect of Heavy Clouds.
Meteor Shower
Stars begin to fall from the sky as lumps of stone and metal. All creatures gain 1 luck point as per the Lucky feat, which lasts until used or the weather changes.
Snow
Unpleasant to travel in. All travel speed is halved. If snow occurs for two days in row, all terrain is difficult terrain and wagon travel is impossible until one day without snow passes. Also has the the effect of Heavy Clouds and Freezing Cold. Replace with Rain when in climates without snow.
Scorching Heat
Blistering heat that is unpleasant to travel in. Creatures that attempt to travel during day light hours require twice the ration of water, and creature that travel for 4 or more hours or engage in heavy activity for 1 or more hour during the day and do not immediately take a short or long rest under cover must make a DC 10 Constitution saving throw or gain a level of Exhaustion.
All fire damage rolls have a +2. All cold damage rolls have a –2.
High Winds
Turbulent gusts sweep across the land. Select a wind direction based on locale or roll a d4 and consult the table. Flying creatures gain +10 movement speed when moving with the wind, and –10 movement speed when moving against it.
All ranged weapon attacks have a –2 to attack rolls, and their range is reduced by half when shooting into the wind.
Wind Direction | |
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D4 | Direction |
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1 | North |
2 | East |
3 | South |
4 | West |
Solar Eclipse
For 1 hour during the day, it becomes night. Either select a dramatic time or roll a d12 for the hour. May or may not have prophetic ramifications.
Thunderstorm
Lightning flashes and thunder crashes. All creatures are partially obscured if they are more than 20 feet from you. If you travel for 4 or more hours during a Thunderstorm, roll a d20. On a 1, you are struck by a lightning bolt dealing 3d12 lightning damage.
Lightning and Thunder damage rolls have a +2. Also has the effect of Rain, High Winds, Heavy Clouds.
Blizzard
At the end of every hour spend in a Blizzard, make a DC 12 Constitution saving. On failure, you take 3d4 cold damage and gain one level of exhaustion. You make this check with advantage if you have proper gear. All creatures are heavily obscured if they are more than 20 feet from you. All terrain is difficult terrain. Also has the effect of Snow, High Winds, and Freezing Cold.
Malevolent Storm
Has the effects of a Thunderstorm, but the lightning seems to seek creatures out. While outside during this storm, roll a d20 every 1 hour you outside without shelter. On a 2-5, you are struck by a lightning bolt dealing 3d12 lightning damage. On a 1, you are attacked by an air elemental.
Wild Magic Storm
Fluctuations in the weave drive strange flashing lights and odd phenomena sweeping across the world. Rain falls upwards, plants bloom unseasonable, and people see apparitions of the dead and gone. High chance of encounters with sentient plants, ghosts, and strange illusions. All spells cast are naturally up cast by 1 level, but trigger a Wild Surge as per a Wild Magic Sorcerer class feature until the storm subsides (or a table of similar effects including apparitions, illusions, and magical mishaps).
Strange Lights
Strange swirling lights fill the sky, swirls of green, blue, and purple. Night becomes dim (strangely hued) light until the effect ends.
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