precipitation
clear
the area is covered in sunlight
light clouds
50% chance the area is covered in sunlight
overcast / light rain
the area is not covered in sunlight
heavy rain, hail, snow
the area is lightly obscured
hail happens on 1 in 20 if the weather is cool and causes each creature not under cover to make a dc15 constitution save or take 1d6 bludgeoning damage each round, hail generally lasts 1d10 minutes
torrential rain, driving hail, or blizzard
the area is heavily obscured
driving hail happens on a 1 in 20 if it is cool and causes each creature not under cover to make a dc15 constitution save or take 2d6 bludgeoning damage each round, driving hail generally lasts 2d10 minutes
temperature
heat protection
creatures wearing heavy or medium armor, have disadvantage on the saving throws
creatures adapted to heat reduce the effects by one heat category
creatures with fire resistance reduce the effective hot categories by half
creatures with fire immunity ignore the heat categories
lake of fire 143 or more
a creature exposed to lake of fire environments requires 175% more water per day and must succeed on a DC 30 constitution saving throw once every 45 minutes or gain one level of exhaustion
death valley hot 129 - 142
a creature exposed to lake of fire environments requires 150% more water per day and must succeed on a DC 25 constitution saving throw once every 90 minutes or gain one level of exhaustion
extremely hot 113 - 128
a creature exposed to lake of fire environments requires 125% more water per day and must succeed on a DC 20 constitution saving throw once every 3 hours or gain one level of exhaustion
severely hot 97 - 112
a creature exposed to unbearable heat environments requires 100% more water and must succeed on a dc 15 constitution saving throw once every 6 hours or gain one level of exhaustion
very hot 81 - 96
a creature exposed to hot environments requires 75% more water and must succeed on a dc 10 constitution saving throw once every 12 hours or gain one level of exhaustion
hot 65 - 80
a creature exposed to hot environments requires 50% more water and must succeed on a dc 5 constitution saving throw once every 12 hours or gain one level of exhaustion
warm 49 - 64
a creature exposed to warm environments requires 25% more water
cool 33 - 48
a creature exposed to cool environments require an additional one-half day's rations
cold 1 to 32
a creature exposed to cool environments require an additional one-half day's rations and must succeed on a dc 5 constitution saving throw once a day or gain one level of exhaustion
very cold -31 to 0
a creature exposed to cold environments requires an additional day's ration of food and must succeed on a dc 10 constitution saving throw once every 12 hours or gain one level of exhaustion
severely cold -63 to -32
a creature exposed to arctic cold environments requires an additional one day's rations of food and must succeed on a dc 15 constitution saving throw once every 6 hours or gain one level of exhaustion
extremely cold -95 to -64
a creature exposed to stygian cold environments requires an additional one and one-half day's rations of food and must succeed on a dc 20 constitution saving throw once every 3 hours or gain one level of exhaustion
artic cold -127 to -96
a creature exposed to environments requires an additional one and half days rations of food and must succeed on a dc 25 constitution saving throw once every 90 minutes or gain one level of exhaustion
stygian cold -128 or lower
a creature exposed to stygian cold environments requires an additional one and half days rations of food and must succeed on a dc 30 constitution saving throw once every 45 minutes or gain one level of exhaustion
cold protection
creatures not in cold weather gear have disadvantage on the saving throws
creatures adapted to the cold can reduce the effects of cold by up to one cold category
creatures with cold resistance can reduce the effective cold categories by half
creatures with cold immunity can ignore the cold categories
wind
calm
moderate
imposes disadvantage on ranged weapon attacks
strong
imposes disadvantage on ranged weapon attacks and wisdom perception checks that rely on hearing
any creature moving against the strong wind must spend one extra foot of movement for each foot moved
gale
control winds
storm
.
temperature
stage one: lower than -54
stage two: -48 to -53
stage three: -40 to -47
stage four: -32 to -39
stage five: -24 to -31
stage six: -16 to -23
stage seven: -8 to -15
stage eight: 0 to -7
stage nine: 1 to 8
stage ten: 9 to 16 from here down Stage Two Wind lowers the effective cold by 1,
stage eleven: 17 to 32
stage fourteen: 33 to 40
stage fifteen: 41 to 48
stage fifteen: 49 to 56
stage sixteen: 55 to 64
stage seventeen: 65 to 72
stage eighteen: 73 to 80
stage nineteen: 81 to 88 - caution
stage twenty: 89 to 96 - extreme caution
stage twenty-one: 97 to 104 - from here up 0% humidity lowers this by one
stage twenty-two: 105 to 112 - danger
stage twenty-three: 113 to 120 - from here up 0% humidity lowers this by two
stage twenty-four: 121 to 128
stage twenty-four 129 to 136 - extreme danger
stage twenty-five: 137 to 144 - 0% humidity lowers by 2
stage twenty-six: 145 to 152
stage twenty - seven: 153 to 160
Lake of Fire
160 or hotter
2
Unbearable heat
128 - 160
3
Hot
96 - 128
4
Warm
64 - 96
5
Mild
32 - 64
6
Cool
1 to 32
7
Cold
0 to -31
8
Arctic cold
-32 to -63
9
Stygian cold
-64 or lower
Lake Of Fire
A creature exposed to lake of fire environments requires 100% more water and must succeed on a DC 15 Constitution saving throw once every 3 hours or gain one level of exhaustion.
Unbearable Heat
A creature exposed to unbearable heat environments requires 100% more water and must succeed on a DC 15 Constitution saving throw once every 6 hours or gain one level of exhaustion.
Hot
A creature exposed to hot environments requires 50% more water and must succeed on a DC 15 Constitution saving throw once every 12 hours or gain one level of exhaustion.
Warm
A creature exposed to warm environments requires 25% more water and must succeed on a DC 15 Constitution saving throw once a day or gain one level of exhaustion.
Creatures wearing heavy armor, or who are clad in traveling clothes, have disadvantage on the saving throw.
Creatures adapted to heat reduce the effects by one heat category.
Creatures with fire resistance reduce the effects by two heat category.
Creatures with fire immunity reduce the effects by three heat categories.
Cool
A creature exposed to cool environments requires an additional ration of food and must succeed on a DC 15 Constitution saving throw once a day or gain one level of exhaustion.
Cold
A creature exposed to cold environments requires an additional ration of food and must succeed on a DC 15 Constitution saving throw once every 12 hours or gain one level of exhaustion.
Arctic Cold
A creature exposed to arctic cold environments requires two additional rations of food and must succeed on a DC 15 Constitution saving throw once every 6 hours or gain one level of exhaustion.
Stygian Cold
A creature exposed to stygian cold environments requires two additional rations of food and must succeed on a DC 15 Constitution saving throw once every 3 hours or gain one level of exhaustion.
Creatures in traveling gear reduce the effects by one cold category.
Creatures adapted to the cold reduce the effects by one cold category
Creatures with cold resistance reduce the effects by one cold category.
Creatures in cold weather gear reduce the effects by two cold categories.
Creatures with cold immunity reduce the effects by three cold categories.
wind
stage zero: calm (0) increase temperature effects one level, sailing ships are becalmed in a sea is as smooth as a mirror
stage one: light wind (1-3) smoke shows direction of the wind
stage two: light breeze (4-7), sailing ships move at quarter speed speed, the light breeze is felt on your face, leaves rustle, weather vanes point in the direction of the wind
stage three: gentle breeze (8-12), sailing ships move at half speed, leaves and small twigs are in constant motion, wind extends light flags
stage four: moderate breeze (13-18), sailing ships move at three-quarter speed, raises dust and small twigs, moves small branches
stage five: fresh breeze (19-24), sailing ships move at full speed, small treas in leaf begin to sway
stage six: strong breeze (25-31), sailing ships move at one and one-quarter speed, large branches in motion, umbrellas are used with difficulty
stage seven: near gale (32-38), sailing ships move at one and one-half speed, whole trees in motion, inconvenience when walking against the wind
stage eight: gale (39-46), sailing ships move at double speed, sailing ships move at one and three-quarter speed, breaks twigs off trees, generally impedes progress
stage nine: severe gale (47-54), sailing ships move at double speed, high waves with spray affecting visibility, causes light structural damage
stage ten: storm (55-63), sailing ships move at one and one half speed as they trim sails, waves tumbling becomes heavy and shock like, trees are up rooted and structural damage occurs
stage eleven: violent storm (56-63) causes damage to structures and creatures, sailing ships move at full speed as they trim sails, wave large enough to hide small and medium ships temporarily, extensive structural damage
stage twelve: category one hurricane (74-95) damage to structures
stage thirteen: category two hurricane (96-110) extensive damage to structures and creatures
stage twelve: category three hurricane (111-129) devastating damage to structures and trees
stage twelve: category four hurricane (130-156) catastrophic damage to structures and trees
stage twelve: category five hurricane (157+) at sea the air is filled extreme catastrophic damage to structures and trees
stage 2 or 3, light wind lowers cool or colder temperatures by one level
stage 4 or 5, moderate wind imposes disadvantage on ranged weapon attack rolls
stage 6 or 7, strong wind: all of the above and disadvantage on wisdom (perception) checks that rely on hearing, extinguishes open flames, disperses fog, and smoke, no long ranged weapon attacks, and flyers moving against the wind must spend 1 extra foot of movement
stage 8 or above, gale: all of the above plus any creature moving against the wind must spend 1 extra foot of movement for each foot moved except for flyers who cannot move against the wind and spend 1 extra foot to move perpendicular to the wind, and all ranged attacks have disadvantage except non-firearm ranged weapon attacks which automatically fail, plus in a desert or other area with lots of sand it can create a sandstorm that lightly obscures any thing in it, casting a spell requires a concentration roll
stage 10 or above, storm: all of the above and any creature moving in a storm must spend 2 extra feet of movement to move against the storm or extra foot of movement for each foot moved otherwise, except flying creatures which must land or get carried away at their fly speed by the wind, no ranged attacks of any kind
precipitation
stage one: clear
stage two: clear plus light rain, freezing rain, light snow
stage three: partly cloudy
stage three: partly cloudy plus rain, hailstorm, or snow
stage four: overcast
stage five: overcast plus torrential rain, sever hailstorm, or blizzard
clear the unobstructed outdoor light is sunlight
light rain, and extinguishes small flames and gets everything wet
freezing rain extinguishes small flames, gets everything wet, and may cause icy terrain
light snow extinguishes small flames
partly cloudy the outdoor light is bright light
rain imposes disadvantage on wisdom (perception) checks that rely on hearing and extinguishes all but magical open flames
hailstorms cause all creatures near it to have disadvantage on wisdom (perception) checks that rely on hearing, extinguishes all but the largest open flames, and attacks each creature in the open with a +0 bonus for 1d6 bludgeoning damage
snow causes everything within the area of snow to be lightly obscured and extinguishes all but magical open flames
overcast the outdoor light is low light
torrential rain causes everything within its area to be lightly obscured, imposes disadvantage on nearby wisdom (perception) checks that rely on hearing and extinguishes all but magical open flames
heavy hailstorms cause everything within the area of a heavy hailstorm to be lightly obscured, all creatures near it have disadvantage on wisdom (perception) checks that rely on hearing, extinguishes all but magical open flames, and attacks each creature in the open with a +0 bonus and advantage for 1d8 bludgeoning damage