5e - Weather Effects - GM Binder
5e - Weather Effects - GM Binder
5e - Weather Effects - GM Binder
The weather is a major part of everyday life, but one that These represent a generic baseline for your seasons. You can
often doesn't make it into games. The following is a resource add a modifier to the roll to better reflect a regional climate.
provide small mechanical impacts for common weather
types, as well as a resource for determining the weather. Winter
You can either select the appropriate weather for the day in d100 Weather
your season, locale, and climate, or you can use the provided 1 Blizzard/Thunderstorm
tables to generate a generic random result.
You can change weather as often or as little as you would 2-20 Snow/Rain
like for your game, but I'd recommend once per day, rolling at 21-30 Freezing Cold
the start of the day and using that weather throughout the day
to keep things nice and simple. Rolling two, three, or even 31-40 Heavy Clouds
four times a day can produce more varied and realistic 41-60 Light Clouds
results. 61-99 Clear Skies
100 Strange Phenomena
Variant: Slowly Changing Weather.
Alternatively to making it full random, you can Spring
simply have the result move one step up or down d100 Weather
the seasonal table if you roll higher or lower. If you
are rolling multiple times per day, this will provide 1-2 Thunderstorm
smoother climate transitions.
3-5 Heavy Rain
6-20 Rain
The following weather effects are just the baseline suggestion 21-50 Light Clouds
for how these weather effects impact your game. They may
have wider reaching or more specific consequences 51-80 Clear Skies
depending on your setting and activities - they may interact 81-90 High Winds
differently if you are traveling by ship or airship for example. 91-99 Scorching Heat
Take what is listed here as a starting point for how you
want to handle weather. 100 Strange Phenomena
Rain Fall
Unpleasant to travel in. If you have wagons, your travel pace d100 Weather
is slowed by half. If you attempt to take a long rest without
cover, you must make a DC 12 Constitution saving throw gain 1-2 Thunderstorm
the benefits for a long rest. 3-10 Snow/Rain
All fire damage rolls have a –2. Also has the effect of Heavy
Clouds. 11-20 Heavy Clouds
21-50 Light Clouds
Heavy Rain
51-70 Clear Skies
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 71-90 High Winds
row wagon travel becomes impossible until one day without 91-99 Scorching Heat
rain occurs. May cause flooding.
All fire damage rolls have a –4. Lightning and Cold damage 100 Strange Phenomena
rolls gain a +2. Also has the effect of Heavy Clouds.
1
Freezing Cold Strange Phenomena
If you attempt to take a long rest without cover and heat, you The world is a magical and weird place. Something odd
must make a DC 15 Constitution saving throw gain the occurs today, rarely seen. If you have an effect in mind, use
benefits for a long rest. If you fail by 5 or more, you gain an that. If not, draw from the following list for some somewhat
additional level of Exhaustion. generic events. Not all of these will be appropriate for your
All cold damage rolls have a +2. world and setting, select one that fits or roll on the following
table.
Snow
Unpleasant to travel in. All travel speed is halved. If snow d6 Phenomena
occurs for two days in row, all terrain is difficult terrain and 1 Ashfall
wagon travel is impossible until one day without snow
passes. Also has the the effect of Heavy Clouds and Freezing 2 Solar Eclipse
Cold. 3 Strange Lights
Replace with Rain when in climates without snow. 4 Meteor Shower
Scorching Heat 5 Malevolent Storm
Blistering heat that is unpleasant to travel in. Creatures that 6 Wild Magic Storm
attempt to travel during day light hours require twice the
ration of water, and creature that travel for 4 or more hours Ashfall
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 Heavy white clouds of swirling smoke fill the sky, and it rains
must make a DC 10 Constitution saving throw or gain a level ash that coats everything in little flecks. A smell of burning
of Exhaustion. wood or sulphur permeates the air. Also has the the effect of
All fire damage rolls have a +2. All cold damage rolls have a Heavy Clouds.
–2.
Solar Eclipse
High Winds For 1 hour during the day, it becomes night. Either select a
Turbulent gusts sweep across the land. Select a wind dramatic time or roll a d12 for the hour. May or may not have
direction based on locale or roll a d4 and consult the table. prophetic ramifications.
Flying creatures gain +10 movement speed when moving
with the wind, and –10 movement speed when moving Strange Lights
against it. Strange swirling lights fill the sky, swirls of green, blue, and
All ranged weapon attacks have a –2 to attack rolls, and purple. Night becomes dim (strangely hued) light until the
their range is reduced by half when shooting into the wind. effect ends.
d4 Direction Meteor Shower
1 North 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
2 East lasts until used or the weather changes.
3 South If you travel 4 or more hours outdoors through this
4 West weather, roll a d100. On a 1, a meteor strikes nearby, leaving
40d6 of devastation in it's wake, but perhaps you'll find
Thunderstorm something cool. Potential consequences: 2d12 damage from
Lightning flashes and thunder crashes. All creatures are the shock wave, difficult terrain, or heavily obscuring dust
partially obscured if they are more than 20 feet from you. clouds.
If you travel for 4 or more hours during a Thunderstorm, Malevolent Storm
roll a d20. On a 1, you are struck by a lightning bolt dealing Has the effects of a Thunderstorm, but the lightning seems to
3d12 lightning damage. Lightning and Thunder damage rolls seek creatures out. While outside during this storm, roll a
have a +2. Also has the effect of Rain, High Winds, Heavy d20 every 1 hour you outside without shelter. On a 2-5, you
Clouds. are struck by a lightning bolt dealing 3d12 lightning damage.
Blizzard On a 1, you are attacked by an air elemental.
At the end of every hour spend in a Blizzard, make a DC 12 Wild Magic Storm
Constitution saving. On failure, you take 3d4 cold damage Fluctuations in the weave drive strange flashing lights and
and gain one level of exhaustion. You make this check with odd phenomena sweeping across the world. Rain falls
advantage if you have proper gear.
All creatures are heavily obscured if they are more than 20 upwards, plants bloom unseasonable, and people see
feet from you. All terrain is difficult terrain. Also has the apparitions of the dead and gone. High chance of encounters
effect of Snow, High Winds, and Freezing Cold. with sentient plants, ghosts, and strange illusions. All spells
Replace with Thunderstorm when in climates without cast are naturally upcast by 1 level, but trigger a Wild Surge
snow. 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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