![]() ![]() Night becomes dim (strangely hued) light until the effect ends. Strange swirling lights fill the sky, swirls of green, blue, and purple. May or may not have prophetic ramifications. Either select a dramatic time or roll a d12 for the hour. Solar Eclipseįor 1 hour during the day, it becomes night. A smell of burning wood or sulphur permeates the air. Heavy white clouds of swirling smoke fill the sky, and it rains ash that coats everything in little flecks. Not all of these will be appropriate for your world and setting, select one that fits or roll on the following table. If not, draw from the following list for some somewhat generic events. Replace with Thunderstorm when in climates without snow. Also has the effect of Snow, High Winds, and Freezing Cold. You make this check with advantage if you have proper gear.Īll creatures are heavily obscured if they are more than 20 feet from you. On failure, you take 3d4 cold damage and gain one level of exhaustion. BlizzardĪt the end of every hour spend in a Blizzard, make a DC 12 Constitution saving. Also has the effect of Rain, High Winds, Heavy Clouds. Lightning and Thunder damage rolls have a +2. On a 1, you are struck by a lightning bolt dealing 3d12 lightning damage. If you travel for 4 or more hours during a Thunderstorm, roll a d20. All creatures are partially obscured if they are more than 20 feet from you. Flying creatures gain +10 movement speed when moving with the wind, and –10 movement speed when moving against it.Īll ranged weapon attacks have a –2 to attack rolls, and their range is reduced by half when shooting into the wind. Select a wind direction based on locale or roll a d4 and consult the table. 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.Īll fire damage rolls have a +2. Scorching Heatīlistering heat that is unpleasant to travel in. Replace with Rain when in climates without snow. Also has the the effect of Heavy Clouds and Freezing Cold. If snow occurs for two days in row, all terrain is difficult terrain and wagon travel is impossible until one day without snow passes. If you fail by 5 or more, you gain an additional level of Exhaustion. 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. Lightning and Cold damage rolls gain a +2. May cause flooding.Īll fire damage rolls have a –4. 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. 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.Īll fire damage rolls have a –2. If you have wagons, your travel pace is slowed by half. Checks using Navigation Tools to determine your location based on celestial observation are made with disadvantage. High flying aerial creatures have total cover, and outdoor light does not count as sunlight (for the purposes of sunlight sensitivity and similar traits). ![]() ![]() Clear bright light during day time, view of the stars and moon at night. This is the game as you normally play it. Weather Effects Clear Skies / Light Clouds Take what is listed here as a starting point for how you want to handle weather. They may have wider reaching or more specific consequences depending on your setting and activities - they may interact differently if you are traveling by ship or airship for example. The following weather effects are just the baseline suggestion for how these weather effects impact your game. If you are rolling multiple times per day, this will provide smoother climate transitions. Variant: Slowly Changing Weather.Īlternatively to making it full random, you can simply have the result move one step up or down the seasonal table if you roll higher or lower. Rolling two, three, or even four times a day can produce more varied and realistic results. You can change weather as often or as little as you would like for your game, but I'd recommend once per day, rolling at the start of the day and using that weather throughout the day to keep things nice and simple. You can either select the appropriate weather for the day in your season, locale, and climate, or you can use the provided tables to generate a generic random result. The following is a resource provide small mechanical impacts for common weather types, as well as a resource for determining the weather. The weather is a major part of everyday life, but one that often doesn't make it into games.
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