Weather Types  Each weather type is different and affects the world in slightly differing manners. All these effects are listed with the weather type, sorted into normal weather, heavy weather, and extreme weather. Temperature  Temperature is also an important factor to keep in mind. Normal temperatures, ranging from 0ºC to 35ºC (32ºF to 95ºF), have no adverse effects on an exploration party. Spending an entire day in temperatures higher than the normal range, will require twice as much water and clothing suited for that weather type. If you use the Travel Exhaustion rule and a character does not meet these requirements, their Exhaustion Save DC Tracker will increase by 5. For temperatures below the normal range, only proper clothing is required, otherwise, if you use the Travel Exhaustion rule, the Exhaustion Save DC Tracker will increase by 5. Additionally, temperatures of 0ºC or below will freeze bodies of water. Prepare for Weather  If a party prepares for a certain type of weather, by getting waterproof tents, the right clothes, and drinking the right amount of water, they can ignore certain negative weather effects. The effects that are ignored are effects requiring you to roll a saving throw and, if you use the Travel Exhaustion rule, increases to the Exhaustion Save DC Tracker. Characters can prepare for any Normal and Heavy Weather Types, except dense fog. Having prepared for extreme cold, heat, or rain will give characters advantage on saving throws from extreme weather events, which rely on such a temperature or weather type. Normal Weather  Normal weather includes everything from clear skies to rain and are often weather types that have little or no influence on an exploring party. Normal Weather| Weather Type | Regular Effect | Survival Effect |
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| Clear Skies | Moonlight from a full to half-moon provides dim light, at night. | — | | Cloudy | Moonlight from a full to half-moon provides dim light, at night. | — | | Drizzle | — | +1 to Exhaustion Tracker | | Fog | Natural Light does not count as Sunlight.Area is Lightly Obscured and everything further than 100 feet is Heavily Obscured. | Disadvantage on Wisdom (perception & survival) checks. | | Heavy Clouds | Natural Light does not count as Sunlight | — | | No Wind | Sailing ships do not move forward, provided no-one is rowing | — | | Rain | Natural Light does not count as Sunlight.Dirt Paths become muddy, halving land vehicle speed.Tracks are washed away.Fire damage dealt gets a -2 (-1d4) penalty.Fires will extinguish over time. | +1 to Exhaustion Tracker.-1d4 to Wisdom (perception & survival) checks. | | Snow | Natural Light does not count as Sunlight.Area is Lightly Obscured.The land is covered in snow, hiding existing tracks. | +1 to Exhaustion Tracker.-1d4 to Wisdom (perception & survival) checks. | Heavy Weather  Heavy weather includes all weather types that are survivable to most creatures, although it is highly uncomfortable to do so. Heavy Weather| Weather Type | Regular Effect | Survival Effect |
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| Dense Fog | Natural Light does not count as Sunlight. Area is Lightly Obscured and everything further than 10 feet is Heavily Obscured. | +1 to Exhaustion TrackerDisadvantage on Wisdom (survival) checks.Wisdom (perception) checks based on sight fail. | | Dust Devils | 50% chance for a Dust Devil to appear at inopportune moments.Dust devils give disadvantage to all ranged attacks that come within 10 feet of it.Tiny creatures and tiny loose objects within 10 feet of the dust devil will be picked up.Flying within 10 feet of the dust devil is considered difficult terrain.Dust Devils disperse effects like the Fog Cloud spell within 10 feet of it. | — | | Hail | Natural Light does not count as Sunlight.Ranged attacks cannot go beyond their short range.Flying in hail is considered difficult terrain.At end of travel or weather change, make a DC12 Constitution save or take 2 (1d4) bludgeoning damage for each hour travelled. Half as much on a success. | +2 to Exhaustion Tracker-1d4 to Wisdom (perception & survival) checks. | | Heavy Rain | Natural Light does not count as Sunlight.Area is Lightly Obscured.Dirt Paths become muddy, and regions become flooded, creating difficult terrainTracks are washed away.Cold and Lighting damage dealt get a +2 (+1d4) bonusAcid and Fire damage dealt get a 3 (-1d6) penaltyFires will extinguish over time. | +2 to Exhaustion TrackerDisadvantage on Wisdom (perception & survival) checks. | | Heavy Snow | Natural Light does not count as Sunlight.Area is Lightly Obscured.The land is covered in a thick layer of snow, hiding tracks and creating difficult terrain.Fire damage dealt gets a -3 (-1d6) penaltyFires will extinguish over time. | +2 to Exhaustion TrackerDisadvantage on Wisdom (perception & survival) checks. | | Mirages | Illusions fill the area.At the end of travel or weather change, make a DC12 Constitution saving throw or take 2 (1d4) Fire damage for each hour travelled. Half as much on a success.Fire damage dealt, from other sources, gets a +2 (+1d4) bonus. | +5 to Exhaustion TrackerDisadvantage on Wisdom (perception & survival) checks. | | Nipping Cold | At the end of travel or weather change, make a DC12 Constitution saving throw or take 2 (1d4) Cold damage for each hour travelled. Half as much on a success.Cold damage dealt, from other sources, gets a +2 (+1d4) bonus. | +5 to Exhaustion Tracker | | Scorching Heat | At the end of travel or weather change, make a DC12 Constitution saving throw or take 2 (1d4) Fire damage for each hour travelled. Half as much on a success.Fire damage dealt, from other sources, gets a +2 (+1d4) bonus. | +5 to Exhaustion Tracker | | Strong Winds | Ranged attacks cannot go beyond their short range.Flying in strong wind is considered difficult terrainEffects like the Fog Cloud spell have their duration halvedSailing Ships either move at double speed or half speed, depending on the direction of the wind. | +2 to Exhaustion Tracker | | Thunderstorm | All effects from Heavy Rain.Each hour travelling while wielding or wearing metal or while moving across open terrain, there is a 10% chance one creature is struck by lightning. If struck, they must succeed on a DC20 Dexterity saving throw or take 16 (3d10) Lightning damage. Half as much on a success. | +3 to Exhaustion TrackerDisadvantage on Wisdom (perception & survival) checks. | Extreme Weather  Extreme weather includes all weather types that no normal person will be safe in. There is no way to prepare for this type of weather, apart from taking shelter. Extreme Weather| Weather Type | Regular Effect | Survival Effect |
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| Blizzard | All effects from Heavy Snow and Strong Winds.Everything further than 10 feet is Heavily Obscured.Disadvantage on all ability checks and attack rolls.At the end of travel or weather change, make a DC15 Constitution saving throw or take 3 (1d6) Cold damage for each hour travelled. Half as much on a successCold damage dealt, from other sources, gets a +3 (+1d6) bonus. | +5 to Exhaustion TrackerWisdom (perception & survival) checks based on sight fail, otherwise they are rolled at disadvantage.40% chance to lose survival supplies, such as rations. | | Cyclone | All effects from a Thunderstorm and Strong WindsEverything further than 30 feet is Heavily ObscuredDisadvantage on all ability checks, attack rolls, and Strength and Dexterity saving throwsObjects and Creatures may be picked up (DC15 Strength save)Eye of the storm acts as the Clear Skies weather type. | +7 to Exhaustion TrackerDisadvantage on Wisdom (perception & survival) checks.60% chance to lose survival supplies, such as rations. | | Heavy Storm | All effects from Thunderstorm and Strong Winds.Everything further than 30 feet is Heavily ObscuredDisadvantage on all ability checks and attack rolls. | +5 to Exhaustion TrackerDisadvantage on Wisdom (perception & survival) checks.40% chance to lose survival supplies, such as rations. | | Magical Storm | Magical Storms can vary its effects and severity, but usually include some damage, effects from Heavy Winds, and disadvantage on D20 tests. | +3 to +5 to Exhaustion TrackerDisadvantage on Wisdom (perception & survival) checks.40% chance to lose survival supplies, such as rations. | | Sandstorm | All effects from Strong WindsArea is Lightly ObscuredEverything further than 10 feet is Heavily ObscuredDisadvantage on all ability checks and attack rollsAt the end of travel or weather change, make a DC15 Constitution saving throw or take 3 (1d6) Slashing damage for each hour travelled. Half as much on a success. | +5 to Exhaustion TrackerWisdom (perception & survival) checks based on sight fail, otherwise they are rolled at disadvantage.40% chance to lose survival supplies, such as rations. | | Tornado | Choose a Normal or Heavy Weather effect to use as basis, except for clear skies; Once every 4 hours roll a d100, on a 30 or lower the party crosses paths with a tornado. The weather gains the effects of a Cyclone, apart from the eye of the storm and increasing the DC to 18, for 1d10 minutes. | +7 to Exhaustion tracker if the party crosses paths with a tornado.Wisdom (perception & survival) checks affected by chosen weather type.60% chance to lose survival supplies, such as rations, if the party crosses paths with a tornado. | Another type of extreme weather are rare weather events, which are even rarer than the normal extreme weathers. Most of these weather types only occur due to factors in the environment, such as an acidic lake, or due to rare natural phenomena. Rare Weather| Weather Type | Regular Effect | Survival Effect |
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| Acid Rain | Effects of Heavy Rain, except Acid penalty.At the end of travel or weather change, make a DC15 Constitution save or take 3 (1d6) acid damage for each hour. Half as much on successAcid damage dealt, from other sources, get a +2 (+1d4) bonus. | +5 to Exhaustion TrackerDisadvantage on Wisdom (survival) checks.Disadvantage on Wisdom (perception & survival) checks.40% chance to lose survival supplies, such as rations. | | Ash Fall | Ash falls from the sky, giving the effects of Heavy Clouds.Disadvantage on Constitution saving throws and ability checks that rely on breathing. | +2 to Exhaustion Tracker. | | Blood Moon | A red coloured moonOptionally, damage dealt from weapons and unarmed attacks get a +2 (+1d4) bonus. | — | | Malevolent Storm | Choose Tornados, Thunderstorms, or other storms with a percentile effect targeting the party. Every hour, while outside of shelter, the percentile effect takes place. | +5 to +7 to Exhaustion Tracker.Wisdom (perception & survival) checks affected by chosen weather type.60% chance to lose survival supplies, such as rations. | | Meteor Shower | All effects of Clear Skies or Cloudy.Every member of the party gets free 1 reroll, they can use that session.Once, roll a 1d100, on a 5 or lower a meteor strikes nearby, dealing 195 (30d12) Force damage to the area in a 1 mile radius, potentially leaving valuable materials. Shockwaves of the strike force any creature within a 5 mile radius to make a DC15 Strength save or take 13 (3d12) Thunder damage and be knocked Prone. Half as much on a success. | +10 to Exhaustion Tracker if meteor strikes nearby.Lose survival supplies, such as rations, if a meteor strikes nearby. | | Poison Fog | All effects of Dense Fog.At the end of travel or weather change, make a DC15 Constitution save or take 3 (1d6) Poison damage for each hour travelled. Half as much on a success. | +5 to Exhaustion Tracker.Disadvantage on Wisdom (survival) checks.Wisdom (perception) checks based on sight fail. | | Solar Eclipse | Choose a Normal Weather type.At a chosen moment, for 1d10 minutes, the Sun is eclipsed, causing complete Darkness. | — | | Soothing Air | All effects of Clear Skies or Cloudy.Air feels soothing, which grants advantage on saving throws against being Charmed or Frightened. | -2 to Exhaustion Tracker. | | Strange Lights | Choose any Weather type.Strange Lights move across the sky, twisting your vision, giving you disadvantage on all ability checks and ranged attacks relying on sight. | +2 to Exhaustion Tracker.Wisdom (perception & survival) checks affected by chosen weather type. | | Supernatural Dark | Choose any Weather type.The area is covered in magical Darkness, preventing non-magical light and magical lights of level 3 or lower from functioning. | +2 to +5 to Exhaustion Tracker.Wisdom (perception & survival) checks relying on sight fail, otherwise they are affected by chosen weather type. | | The Maddening | Choose any Weather type.The chosen weather type looks eerie in some way.At the end of every hour, while outside, make a DC15 Wisdom save or become Frightened or Charmed by the weather for 1 hour. Alternatively, get a Bout of Madness effect, for 1 hour, when failing the save. | +5 to Exhaustion Tracker.Wisdom (perception & survival) checks are affected by chosen weather type. | | Unstable Magic Storm | All effects of a Magic Storm.Every 1st level or higher spell cast has a 30% chance of causing a Wild Magic Durge. | +5 to Exhaustion Tracker.Disadvantage on Wisdom (perception & survival) checks.40% chance to lose survival supplies, such as rations. | |