Weather (d20)

If you don't like the weather, wait a day.

A random result will be collated from each column

d20 Temperature Wind Precipitation Average Temperature by Month

1

Normal for the season

None

None

Hammer 29

Midwinter 30

Alturiak 32

Ches 38

Tarsakh 48

Greengrass 53

Mirtul 58

Kythorn 68

Flamerule 73

Midsummer 73

Eleasis 73

Eleint 65

Highharvesttide 60

Marpenoth 54

Uktar 45

The Feast of the Moon 40

Nightal 35

2

Normal for the season

None

None

Hammer 29

Midwinter 30

Alturiak 32

Ches 38

Tarsakh 48

Greengrass 53

Mirtul 58

Kythorn 68

Flamerule 73

Midsummer 73

Eleasis 73

Eleint 65

Highharvesttide 60

Marpenoth 54

Uktar 45

The Feast of the Moon 40

Nightal 35

3

Normal for the season

None

None

Hammer 29

Midwinter 30

Alturiak 32

Ches 38

Tarsakh 48

Greengrass 53

Mirtul 58

Kythorn 68

Flamerule 73

Midsummer 73

Eleasis 73

Eleint 65

Highharvesttide 60

Marpenoth 54

Uktar 45

The Feast of the Moon 40

Nightal 35

4

Normal for the season

None

None

Hammer 29

Midwinter 30

Alturiak 32

Ches 38

Tarsakh 48

Greengrass 53

Mirtul 58

Kythorn 68

Flamerule 73

Midsummer 73

Eleasis 73

Eleint 65

Highharvesttide 60

Marpenoth 54

Uktar 45

The Feast of the Moon 40

Nightal 35

5

Normal for the season

None

None

Hammer 29

Midwinter 30

Alturiak 32

Ches 38

Tarsakh 48

Greengrass 53

Mirtul 58

Kythorn 68

Flamerule 73

Midsummer 73

Eleasis 73

Eleint 65

Highharvesttide 60

Marpenoth 54

Uktar 45

The Feast of the Moon 40

Nightal 35

6

Normal for the season

None

None

Hammer 29

Midwinter 30

Alturiak 32

Ches 38

Tarsakh 48

Greengrass 53

Mirtul 58

Kythorn 68

Flamerule 73

Midsummer 73

Eleasis 73

Eleint 65

Highharvesttide 60

Marpenoth 54

Uktar 45

The Feast of the Moon 40

Nightal 35

7

Normal for the season

None

None

Hammer 29

Midwinter 30

Alturiak 32

Ches 38

Tarsakh 48

Greengrass 53

Mirtul 58

Kythorn 68

Flamerule 73

Midsummer 73

Eleasis 73

Eleint 65

Highharvesttide 60

Marpenoth 54

Uktar 45

The Feast of the Moon 40

Nightal 35

8

Normal for the season

None

None

Hammer 29

Midwinter 30

Alturiak 32

Ches 38

Tarsakh 48

Greengrass 53

Mirtul 58

Kythorn 68

Flamerule 73

Midsummer 73

Eleasis 73

Eleint 65

Highharvesttide 60

Marpenoth 54

Uktar 45

The Feast of the Moon 40

Nightal 35

9

Normal for the season

None

None

Hammer 29

Midwinter 30

Alturiak 32

Ches 38

Tarsakh 48

Greengrass 53

Mirtul 58

Kythorn 68

Flamerule 73

Midsummer 73

Eleasis 73

Eleint 65

Highharvesttide 60

Marpenoth 54

Uktar 45

The Feast of the Moon 40

Nightal 35

10

Normal for the season

None

None

Hammer 29

Midwinter 30

Alturiak 32

Ches 38

Tarsakh 48

Greengrass 53

Mirtul 58

Kythorn 68

Flamerule 73

Midsummer 73

Eleasis 73

Eleint 65

Highharvesttide 60

Marpenoth 54

Uktar 45

The Feast of the Moon 40

Nightal 35

11

Normal for the season

None

None

Hammer 29

Midwinter 30

Alturiak 32

Ches 38

Tarsakh 48

Greengrass 53

Mirtul 58

Kythorn 68

Flamerule 73

Midsummer 73

Eleasis 73

Eleint 65

Highharvesttide 60

Marpenoth 54

Uktar 45

The Feast of the Moon 40

Nightal 35

12

Normal for the season

None

None

Hammer 29

Midwinter 30

Alturiak 32

Ches 38

Tarsakh 48

Greengrass 53

Mirtul 58

Kythorn 68

Flamerule 73

Midsummer 73

Eleasis 73

Eleint 65

Highharvesttide 60

Marpenoth 54

Uktar 45

The Feast of the Moon 40

Nightal 35

13

Normal for the season

Light

Light rain or light snowfall

Hammer 29

Midwinter 30

Alturiak 32

Ches 38

Tarsakh 48

Greengrass 53

Mirtul 58

Kythorn 68

Flamerule 73

Midsummer 73

Eleasis 73

Eleint 65

Highharvesttide 60

Marpenoth 54

Uktar 45

The Feast of the Moon 40

Nightal 35

14

Normal for the season

Light

Light rain or light snowfall

Hammer 29

Midwinter 30

Alturiak 32

Ches 38

Tarsakh 48

Greengrass 53

Mirtul 58

Kythorn 68

Flamerule 73

Midsummer 73

Eleasis 73

Eleint 65

Highharvesttide 60

Marpenoth 54

Uktar 45

The Feast of the Moon 40

Nightal 35

15

Roll on "Temperature" degrees Fahrenheit colder than normal

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. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.

Light

Light rain or light snowfall

Hammer 29

Midwinter 30

Alturiak 32

Ches 38

Tarsakh 48

Greengrass 53

Mirtul 58

Kythorn 68

Flamerule 73

Midsummer 73

Eleasis 73

Eleint 65

Highharvesttide 60

Marpenoth 54

Uktar 45

The Feast of the Moon 40

Nightal 35

16

Roll on "Temperature" degrees Fahrenheit colder than normal

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. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.

Light

Light rain or light snowfall

Hammer 29

Midwinter 30

Alturiak 32

Ches 38

Tarsakh 48

Greengrass 53

Mirtul 58

Kythorn 68

Flamerule 73

Midsummer 73

Eleasis 73

Eleint 65

Highharvesttide 60

Marpenoth 54

Uktar 45

The Feast of the Moon 40

Nightal 35

17

Roll on "Temperature" degrees Fahrenheit colder than normal

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. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.

Light

Light rain or light snowfall

Hammer 29

Midwinter 30

Alturiak 32

Ches 38

Tarsakh 48

Greengrass 53

Mirtul 58

Kythorn 68

Flamerule 73

Midsummer 73

Eleasis 73

Eleint 65

Highharvesttide 60

Marpenoth 54

Uktar 45

The Feast of the Moon 40

Nightal 35

18

Roll on "Temperature" degrees Fahrenheit hotter than normal

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. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates.

Strong

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.

A strong wind in a desert can create a sandstorm that imposes disadvantage on Wisdom (Perception) checks that rely on sight.

Heavy rain or heavy snowfall

Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.

Hammer 29

Midwinter 30

Alturiak 32

Ches 38

Tarsakh 48

Greengrass 53

Mirtul 58

Kythorn 68

Flamerule 73

Midsummer 73

Eleasis 73

Eleint 65

Highharvesttide 60

Marpenoth 54

Uktar 45

The Feast of the Moon 40

Nightal 35

19

Roll on "Temperature" degrees Fahrenheit hotter than normal

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. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates.

Strong

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.

A strong wind in a desert can create a sandstorm that imposes disadvantage on Wisdom (Perception) checks that rely on sight.

Heavy rain or heavy snowfall

Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.

Hammer 29

Midwinter 30

Alturiak 32

Ches 38

Tarsakh 48

Greengrass 53

Mirtul 58

Kythorn 68

Flamerule 73

Midsummer 73

Eleasis 73

Eleint 65

Highharvesttide 60

Marpenoth 54

Uktar 45

The Feast of the Moon 40

Nightal 35

20

Roll on "Temperature" degrees Fahrenheit hotter than normal

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. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates.

Strong

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.

A strong wind in a desert can create a sandstorm that imposes disadvantage on Wisdom (Perception) checks that rely on sight.

Heavy rain or heavy snowfall

Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.

Hammer 29

Midwinter 30

Alturiak 32

Ches 38

Tarsakh 48

Greengrass 53

Mirtul 58

Kythorn 68

Flamerule 73

Midsummer 73

Eleasis 73

Eleint 65

Highharvesttide 60

Marpenoth 54

Uktar 45

The Feast of the Moon 40

Nightal 35


Subcharts

Temperature (d4)

d4 Result

1

10

2

20

3

30

4

40