5e - Weather Effects by KibblesTasty (2024)

Weather Conditions

The weather is a major part of everyday life, but one that often doesn't make it into games. The following is a resource provide small mechanical impacts for common weather types, as well as a resource for determining the weather.

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.

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. Rolling two, three, or even four times a day can produce more varied and realistic results.

Variant: Slowly Changing Weather.

Alternatively 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. If you are rolling multiple times per day, this will provide smoother climate transitions.

The following weather effects are just the baseline suggestion for how these weather effects impact your game. 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.

Take what is listed here as a starting point for how you want to handle weather.

Weather Effects

Clear Skies / Light Clouds

This is the game as you normally play it. Clear bright light during day time, view of the stars and moon at night. No modifiers are added to play.

Heavy Clouds

The sky is blocked. High flying aerial creatures have total cover, and outdoor light does not count as sunlight (for the purposes of sunlight sensitivity and similar traits). Checks using Navigation Tools to determine your location based on celestial observation are made with disadvantage.

Rain

Unpleasant to travel in. If you have wagons, your travel pace is slowed by half. 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.

All fire damage rolls have a –2. Also has the effect of Heavy Clouds.

Heavy Rain

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. May cause flooding.

All fire damage rolls have a –4. Lightning and Cold damage rolls gain a +2. Also has the effect of Heavy Clouds.

Weather Table

These represent a generic baseline for your seasons. You can add a modifier to the roll to better reflect a regional climate.

Winter
d100Weather
1Blizzard/Thunderstorm
2-20Snow/Rain
21-30Freezing Cold
31-40Heavy Clouds
41-60Light Clouds
61-99Clear Skies
100Strange Phenomena
Spring
d100Weather
1-2Thunderstorm
3-5Heavy Rain
6-20Rain
21-50Light Clouds
51-80Clear Skies
81-90High Winds
91-99Scorching Heat
100Strange Phenomena
Summer
d100Weather
1Thunderstorm
2-5Rain
6-30Light Clouds
31-80Clear Skies
81-85High Winds
86-99Scorching Heat
100Strange Phenomena
Fall
d100Weather
1-2Thunderstorm
3-10Snow/Rain
11-20Heavy Clouds
21-50Light Clouds
51-70Clear Skies
71-90High Winds
91-99Scorching Heat
100Strange Phenomena

Freezing Cold

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. If you fail by 5 or more, you gain an additional level of Exhaustion.

All cold damage rolls have a +2.

Snow

Unpleasant to travel in. All travel speed is halved. If snow occurs for two days in row, all terrain is difficult terrain and wagon travel is impossible until one day without snow passes. Also has the the effect of Heavy Clouds and Freezing Cold.

Replace with Rain when in climates without snow.

Scorching Heat

Blistering heat that is unpleasant to travel in. 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.

All fire damage rolls have a +2. All cold damage rolls have a –2.

High Winds

Turbulent gusts sweep across the land. Select a wind direction based on locale or roll a d4 and consult the table. Flying creatures gain +10 movement speed when moving with the wind, and –10 movement speed when moving against it.

All ranged weapon attacks have a –2 to attack rolls, and their range is reduced by half when shooting into the wind.

d4Direction
1North
2East
3South
4West

Thunderstorm

Lightning flashes and thunder crashes. All creatures are partially obscured if they are more than 20 feet from you.

If you travel for 4 or more hours during a Thunderstorm, roll a d20. On a 1, you are struck by a lightning bolt dealing 3d12 lightning damage. Lightning and Thunder damage rolls have a +2. Also has the effect of Rain, High Winds, Heavy Clouds.

Blizzard

At the end of every hour spend in a Blizzard, make a DC 12 Constitution saving. On failure, you take 3d4 cold damage and gain one level of exhaustion. You make this check with advantage if you have proper gear.

All creatures are heavily obscured if they are more than 20 feet from you. All terrain is difficult terrain. Also has the effect of Snow, High Winds, and Freezing Cold.

Replace with Thunderstorm when in climates without snow.

Strange Phenomena

The world is a magical and weird place. Something odd occurs today, rarely seen. If you have an effect in mind, use that. If not, draw from the following list for some somewhat generic events. Not all of these will be appropriate for your world and setting, select one that fits or roll on the following table.

d6Phenomena
1Ashfall
2Solar Eclipse
3Strange Lights
4Meteor Shower
5Malevolent Storm
6Wild Magic Storm
Ashfall

Heavy white clouds of swirling smoke fill the sky, and it rains ash that coats everything in little flecks. A smell of burning wood or sulphur permeates the air. Also has the the effect of Heavy Clouds.

Solar Eclipse

For 1 hour during the day, it becomes night. Either select a dramatic time or roll a d12 for the hour. May or may not have prophetic ramifications.

Strange Lights

Strange swirling lights fill the sky, swirls of green, blue, and purple. Night becomes dim (strangely hued) light until the effect ends.

Meteor Shower

Stars begin to fall from the sky as lumps of stone and metal. All creatures gain 1 luck point as per the Lucky feat, which lasts until used or the weather changes.

If you travel 4 or more hours outdoors through this weather, roll a d100. On a 1, a meteor strikes nearby, leaving 40d6 of devastation in it's wake, but perhaps you'll find something cool. Potential consequences: 2d12 damage from the shock wave, difficult terrain, or heavily obscuring dust clouds.

Malevolent Storm

Has the effects of a Thunderstorm, but the lightning seems to seek creatures out. While outside during this storm, roll a d20 every 1 hour you outside without shelter. On a 2-5, you are struck by a lightning bolt dealing 3d12 lightning damage. On a 1, you are attacked by an air elemental.

Wild Magic Storm

Fluctuations in the weave drive strange flashing lights and odd phenomena sweeping across the world. Rain falls upwards, plants bloom unseasonable, and people see apparitions of the dead and gone. High chance of encounters with sentient plants, ghosts, and strange illusions. All spells cast are naturally upcast by 1 level, but trigger a Wild Surge as per a Wild Magic Sorcerer class feature until the storm subsides (or a table of similar effects including apparitions, illusions, and magical mishaps).

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5e - Weather Effects by KibblesTasty (2024)

FAQs

What are the effects of the blizzard in 5e? ›

Damage/Effect: cold

The area becomes heavily obscured and difficult terrain. Any creature that starts their turn within the area or enters it for the first time during the turn must make a Constitution saving throw. A creature takes 6d8 cold damage on a failed saving throw, or half as much on a successful one.

What are the rules for thunderstorms in D&D? ›

If you travel for 4 or more hours during a Thunderstorm, roll a d20. On a 1, you are struck by a lightning bolt dealing 3d12 lightning damage. Lightning and Thunder damage rolls have a +2. Also has the effect of Rain, High Winds, Heavy Clouds.

What is the weather like in the Feywild? ›

Climate. For most of the Feywild the climate is pleasant, with warm temperatures, cool breezes, very little rain, and a sun that is always rising or setting.

What are the effects of the wind in 5e? ›

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 nonmagical means nearly impossible. A flying creature in a strong wind must land at the end of its turn or fall.

What are 3 effects of a blizzard? ›

Heavy snow can immobilize a region and paralyze a city, stranding commuters, closing airports, stopping the flow of supplies, and disrupting emergency and medical services. The weight of snow can cause roofs to collapse and knock down trees and power lines.

What causes blizzard effects? ›

It is not uncommon in the Midwest to have wind chills below -60F during blizzard conditions. Blizzards also can cause a variety of other problems. Power outages can occur due to strong winds and heavy snow. Pipes can freeze and regular fuel sources may be cut off.

What is the 30 second rule for thunderstorms? ›

Protective Actions. Remember the 30/30 lightning safety rule: Go indoors if, after seeing lightning, you cannot count to 30 before hearing thunder. Stay indoors 30 minutes after hearing the last clap of thunder.

What is the thunder rule? ›

30 Seconds: Count the seconds between seeing lightning and hearing thunder. If this time is less than 30 seconds, lightning is a threat. Seek shelter immediately. Even if you can't see the lightning, just hearing the thunder is a good backup rule.

What are the rules for hot weather in D&D? ›

When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour.

What not to do in the Feywild? ›

Rules of the Fey
  • Never say 'Thank you' to them. ...
  • Never, ever accept a gift from a Fey. ...
  • Never lie to a Fey. ...
  • Always keep your word when dealing with a Fey. ...
  • The Fey hate dirty water. ...
  • Never brag about any interaction that you may have with them. ...
  • Don't spy on them or capture their likeness without their permission.

Do people age in the Feywild? ›

Do you age in the Feywild? Yes! And, depending on how you're counting your age, you might have to keep track of two numbers for your character after a journey into the feywild. You will have your subjective age, that is, the age your character experiences as they go about their life.

What is the climate of Barovia? ›

Weather Patterns

Barovia is a cold and dreary land, and it is debatable if it truly has seasons. The cold is frequently made worse by the wind and rain that sweeps through the valley, and it is also notably worse in the mountain and forest regions.

How useful is gust of wind 5e? ›

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

What is the effect of exhaustion 5e? ›

A creature suffers the effect of its current level of exhaustion as well as all lower levels. For example, a creature suffering level 2 exhaustion has its speed halved and has disadvantage on ability checks.

What are the effects after a blizzard? ›

Flooding and Water Damage

Due to frigid temperatures and cold air, it's not uncommon for pipes to freeze and burst, causing extreme flooding as the ice melts. The accumulated snow will eventually melt as temperatures rise. Often, the thawing of ice and snow happens too quickly and can create substantial flooding.

What are the effects of freezing in D&D? ›

Exposure to extreme cold can cause a creature to become frozen. Freezing occurs in stages. The creature's speed is reduced by 10 feet. The creature suffers disadvantage on ability checks or attack rolls.

What are the cold effects in 5e? ›

Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion.

What are the main effects of a ice storm blizzard? ›

Heavy accumulations of ice can bring down trees and topple utility poles and communication towers. Ice can disrupt communications and power for days while utility companies repair extensive damage. Even small accumulations of ice can be extremely dangerous to motorists and pedestrians.

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