machineelf
Explorer
I have been planning to run some cold-weather sessions in the brutal Sword Coast north during winter and eventually in the Great Glacier. The simple cold-weather rules in 5th edition weren't doing it for me. A while back I posted a thread here where I detailed my cold-weather home-brew rules. I based them on some 2nd edition rules found in the Great Glacier module.
(original post)
In the end, I found them too complicated and not in the spirit of 5th edition. So here are my revised cold-weather rules for my 5th edition game.
A constitution saving throw is made every two hours if below 30 degrees. A failure incurs 1 level of cold-weather exhaustion. Multiple failures are cumulative.
[TABLE="width: 500"]
[TR]
[TD]Coldness[/TD]
[TD]Con Saving Throw DC[/TD]
[/TR]
[TR]
[TD]Cold (30 to 0)[/TD]
[TD]10[/TD]
[/TR]
[TR]
[TD]Very cold (-1 to -30)[/TD]
[TD]15[/TD]
[/TR]
[TR]
[TD]Intensly cold (-31 and below)[/TD]
[TD]20[/TD]
[/TR]
[/TABLE]
Protection
Cold-weather gear: +10 to ST. (50 gp)
Extreme cold-weather gear: +15 to ST. (100 gp); Thickness of this gear gives disadvantage on physical skill checks and attacks. Walking speed is reduced by 10 feet.
Wetness: Being wet increases the saving throw DC by 10 and removes benefit of any cold-weather gear.
Camping: Setting up a camp with tents and a fire protects you from the cold.
Warming Up
Staying by a fire for 1 hour removes 1 level of cold-weather exhaustion.
(original post)
In the end, I found them too complicated and not in the spirit of 5th edition. So here are my revised cold-weather rules for my 5th edition game.
A constitution saving throw is made every two hours if below 30 degrees. A failure incurs 1 level of cold-weather exhaustion. Multiple failures are cumulative.
[TABLE="width: 500"]
[TR]
[TD]Coldness[/TD]
[TD]Con Saving Throw DC[/TD]
[/TR]
[TR]
[TD]Cold (30 to 0)[/TD]
[TD]10[/TD]
[/TR]
[TR]
[TD]Very cold (-1 to -30)[/TD]
[TD]15[/TD]
[/TR]
[TR]
[TD]Intensly cold (-31 and below)[/TD]
[TD]20[/TD]
[/TR]
[/TABLE]
Protection
Cold-weather gear: +10 to ST. (50 gp)
Extreme cold-weather gear: +15 to ST. (100 gp); Thickness of this gear gives disadvantage on physical skill checks and attacks. Walking speed is reduced by 10 feet.
Wetness: Being wet increases the saving throw DC by 10 and removes benefit of any cold-weather gear.
Camping: Setting up a camp with tents and a fire protects you from the cold.
Warming Up
Staying by a fire for 1 hour removes 1 level of cold-weather exhaustion.
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