BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

The Weather of The Realms

The Weather of The Realms

     

Weather Tables

Roll For The Day, Every Six Hours Or The DM's Choice.   Roll A D20
D20 Temperature
01-14 Normal for the season
15-17 1D4x10 Degrees fahrenheit colder than normal
18-20 1D4x10 Degrees fahrenheit hotter than normal
   

Temperature Table

Celsius Fahrenheit
40 104
35 95
30 86
25 77
20 68
15 59
10 50
5 41
0 32
-5 23
-10 14
-15 5
-20 -4
-25 -13
-30 -22
-35 -31
-40 -40
   

Extreme Cold

  Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC10 Constitution Saving Throw at the end of each hour or gain one level of Exhaustion. Creatures with Resistance or Immunity to Cold Damage automatically succeed on the Saving Throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.   Roll A D20
D20 Wind
1-12 None
13-17 Light
18-20 Strong
   

Strong Wind

  A strong wind imposes Disadvantage on Ranged weapon Attack Rolls and Wisdom (Perception) Checks that rely on Hearing. A strong wind also extinguishes open flames, disperses fog, and makes flying by non-magical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall. A strong wind on open plains or grasslands can create a blizzard that imposes Disadvantage on Wisdom (Perception) Checks that rely on Sight.   Roll A D20
D20 Precipitation
1-12 None
13-17 Light rain or light snowfall
18-20 Heavy rain or heavy snowfall
   

Heavy Precipitation

  Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have Disadvantage on Wisdom (Perception) Checks that rely on Sight. Heavy rain also extinguishes open flames and imposes Disadvantage on Wisdom (Perception) Checks that rely on Hearing.
Gaming by etsy


Cover image: Gaming by etsy

Comments

Please Login in order to comment!