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.
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