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Environment

Extreme Cold

DC 10 CON save each hour or gain exhaustion. Cold weather gear or cold resistance = auto-success. Frigid water requires immediate saves.

Temperatures at or below 0°F (-18°C) expose creatures to the risk of hypothermia and frostbite.

Saving throws: A creature exposed to extreme cold must make a DC 10 Constitution saving throw at the end of each hour.

On failure: The creature gains one level of exhaustion.

Automatic success:

  • Creatures with resistance or immunity to cold damage automatically succeed.
  • Creatures wearing cold weather gear (thick coats, fur, insulated clothing) automatically succeed.
  • Creatures naturally adapted to cold environments succeed automatically.

Frigid water: A creature that falls into frigid water (below 40°F/4°C) must make a DC 10 Constitution saving throw. On failure, the creature gains one level of exhaustion. For each minute spent in frigid water, the creature must repeat the save.

Getting wet in cold: A creature that gets wet in extreme cold conditions is at greater risk. The DM may impose disadvantage on the Constitution save or increase the DC.

Frostbite (DM option): After extended exposure, the DM may rule that a creature suffers frostbite, which could reduce Dexterity, damage extremities, or impose other penalties.

Mitigation:

  • Cold weather gear (10 gp) prevents the need for saves
  • Endure elements or protection from energy (cold) eliminates the hazard
  • Shelter from wind and cold reduces exposure
  • Create bonfire or other fire-creating spells provide warmth