in: Category: Survival

Weather

Weather is a major part while you are out in the wilds. Since weather is always changing, the best way to represent that is by using a weather flower. A weather flower shows different types of weather, which all have their own effects.

Weather Flower -

Weather Flowers are hex flowers that a token should be moved across, once or twice every in-game day. Alternatively, you can use two tokens, one representing the main weather type and the other representing the "with a chance of" weather type.

Each time you wish to change the weather, let a player roll a d20, which will move the token according to the result, as shown in the weather flower images. Whenever a token moves over the edge, it moves to the opposite side of the flower, unless otherwise specified. If you land on the question mark, the GM or the player who rolled it can choose or roll for an Extreme Weather event, which are listed in the next section.

If a player casts the spell Druidcraft in order to determine the weather forecast for the next 24 hours, let them or another player roll on the flower, determining the upcoming weather. Note down the result, and let the tokens move accordingly, whenever the weather change is supposed to happen.

There are two types of weather flowers, the seasonal ones and the biome specific ones. Use the weather flower that makes the most sense in the current situation. If none fit the current area, you can create your own using weather types listed in the next section.

Seasonal Weather Flowers -

The weather hex flower for spring.
The weather hex flower for spring.
The weather hex flower for Summer.
The weather hex flower for Summer.
The weather hex flower for autumn.
The weather hex flower for autumn.
The weather hex flower for winter.
The weather hex flower for winter.

Biome Specific Weather Flowers -

The weather hex flower for winter in a boreal biome.
The weather hex flower for winter in a boreal biome.
The weather hex flower for a hot desert.
The weather hex flower for a hot desert.
The weather hex flower for a tropical rainforest.
The weather hex flower for a tropical rainforest.

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 TypeRegular EffectSurvival Effect
Clear SkiesMoonlight from a full to half-moon provides dim light, at night.
CloudyMoonlight from a full to half-moon provides dim light, at night.
Drizzle+1 to Exhaustion Tracker
FogNatural 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 CloudsNatural Light does not count as Sunlight
No WindSailing ships do not move forward, provided no-one is rowing
RainNatural 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.
SnowNatural 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 TypeRegular EffectSurvival Effect
Dense FogNatural Light does not count as Sunlight.
Area is Lightly Obscured and everything further than 10 feet is Heavily Obscured.
+1 to Exhaustion Tracker
Disadvantage on Wisdom (survival) checks.
Wisdom (perception) checks based on sight fail.
Dust Devils50% 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.
HailNatural 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 RainNatural Light does not count as Sunlight.
Area is Lightly Obscured.
Dirt Paths become muddy, and regions become flooded, creating difficult terrain
Tracks are washed away.
Cold and Lighting damage dealt get a +2 (+1d4) bonus
Acid and Fire damage dealt get a 3 (-1d6) penalty
Fires will extinguish over time.
+2 to Exhaustion Tracker
Disadvantage on Wisdom (perception & survival) checks.
Heavy SnowNatural 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) penalty
Fires will extinguish over time.
+2 to Exhaustion Tracker
Disadvantage on Wisdom (perception & survival) checks.
MiragesIllusions 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 Tracker
Disadvantage on Wisdom (perception & survival) checks.
Nipping ColdAt 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 HeatAt 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 WindsRanged attacks cannot go beyond their short range.
Flying in strong wind is considered difficult terrain
Effects like the Fog Cloud spell have their duration halved
Sailing Ships either move at double speed or half speed, depending on the direction of the wind.
+2 to Exhaustion Tracker
ThunderstormAll 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 Tracker
Disadvantage 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 TypeRegular EffectSurvival Effect
BlizzardAll 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 success
Cold damage dealt, from other sources, gets a +3 (+1d6) bonus.
+5 to Exhaustion Tracker
Wisdom (perception & survival) checks based on sight fail, otherwise they are rolled at disadvantage.
40% chance to lose survival supplies, such as rations.
CycloneAll effects from a Thunderstorm and Strong Winds
Everything further than 30 feet is Heavily Obscured
Disadvantage on all ability checks, attack rolls, and Strength and Dexterity saving throws
Objects and Creatures may be picked up (DC15 Strength save)
Eye of the storm acts as the Clear Skies weather type.
+7 to Exhaustion Tracker
Disadvantage on Wisdom (perception & survival) checks.
60% chance to lose survival supplies, such as rations.
Heavy StormAll effects from Thunderstorm and Strong Winds.
Everything further than 30 feet is Heavily Obscured
Disadvantage on all ability checks and attack rolls.
+5 to Exhaustion Tracker
Disadvantage on Wisdom (perception & survival) checks.
40% chance to lose survival supplies, such as rations.
Magical StormMagical 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 Tracker
Disadvantage on Wisdom (perception & survival) checks.
40% chance to lose survival supplies, such as rations.
SandstormAll effects from Strong Winds
Area is Lightly Obscured
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) Slashing damage for each hour travelled. Half as much on a success.
+5 to Exhaustion Tracker
Wisdom (perception & survival) checks based on sight fail, otherwise they are rolled at disadvantage.
40% chance to lose survival supplies, such as rations.
TornadoChoose 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 TypeRegular EffectSurvival Effect
Acid RainEffects 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 success
Acid damage dealt, from other sources, get a +2 (+1d4) bonus.
+5 to Exhaustion Tracker
Disadvantage on Wisdom (survival) checks.
Disadvantage on Wisdom (perception & survival) checks.
40% chance to lose survival supplies, such as rations.
Ash FallAsh 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 MoonA red coloured moon
Optionally, damage dealt from weapons and unarmed attacks get a +2 (+1d4) bonus.
Malevolent StormChoose 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 ShowerAll 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 FogAll 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 EclipseChoose a Normal Weather type.
At a chosen moment, for 1d10 minutes, the Sun is eclipsed, causing complete Darkness.
Soothing AirAll 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 LightsChoose 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 DarkChoose 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 MaddeningChoose 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 StormAll 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.

See Also