Extreme Heat
CON save each hour (DC 5 + 1/hour) or gain exhaustion. Disadvantage in medium/heavy armor. Fire resistance = auto-success. Double water needed.
Temperatures at or above 100°F (38°C) present a serious hazard to unprotected characters.
Saving throws: A creature exposed to extreme heat without access to water must make a Constitution saving throw at the end of each hour spent in the heat. The DC starts at 5 and increases by 1 for each subsequent hour.
On failure: The creature gains one level of exhaustion.
Modifiers:
- Creatures wearing medium or heavy armor or heavy clothing have disadvantage on the saving throw.
- Creatures with resistance or immunity to fire damage automatically succeed.
- Adequate water supply reduces risk (DM discretion on exact impact).
Cumulative danger: Because the DC increases each hour and exhaustion stacks, characters can deteriorate rapidly. After 6 hours without relief, the DCs become quite high (DC 10+), and multiple levels of exhaustion severely impair the character.
Water requirements: In extreme heat, characters require 2 gallons of water per day (double the normal 1 gallon). Going without adequate water in heat triggers dehydration faster — exhaustion after half a day instead of a full day.
DM tips: Extreme heat is most impactful as a multi-hour travel hazard. It pairs well with water-scarcity scenarios, desert exploration, and volcanic environments. The create water spell and Outlander's Wanderer feature can mitigate these hazards.
This work includes material from the System Reference Document 5.2.1 ("SRD 5.2.1") by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.