Meteormancer

by Jon Cronk

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Meteormancer

Weather is often not prepared by DMs, and asking them to do so can slow down gameplay. Offer to run and track the weather tables on page 109 of the Dungeon Master’s Guide, or use the provided alternative weather system.


Weather Predictions

Starting at 1st level, you may create a tiny, harmless sensory effect as an action that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round.


Meteorological Soul

Starting at 1st level, you’ve learned to draw power from the weather. Consult the tables below when determining the damage type associated with the weather conditions.

When you cast a 1st level or higher spell with a damage type matching the current weather conditions, it deals additional damage of that type equal to the level of the spell slot expended.

Precipitation Damage Type
Clear, light clouds Radiant
Overcast, ground fog Psychic
Rain, torrential rain Lightning
Blizzard, driving hail, hail, snow Necrotic
Temperature                              Damage Type
Hot, unbearable heat Fire
Cool, warm -
Arctic cold, cold Cold
Wind Damage Type
Calm, moderate, strong wind   -
Gale, storm Thunder

Weather Front

Starting at 6th level, your connection with the weather deepens. A weather front now moves with you wherever you go. You may choose to either carry a warm front or a cold front, and may only change this decision upon leveling up again.

Cold Front

  • The temperature within 5 miles of you is always 1 stage colder than it would be naturally.
  • You and any creatures of your choice within line of sight are immune to exhaustion caused by extreme cold.

Warm Front

  • The temperature within 5 miles of you is always 1 stage warmer than it would be naturally.
  • You and any creatures of your choice within line of sight are immune to exhaustion caused by extreme heat.

Additionally, as an action you may expend 1 sorcery point to gain resistance to all damage types matching the current weather conditions for 1 hour.


Prevailing Winds

Starting at 14th level, your connection with the weather deepens. There is always a strong wind at your back, pushing you forward when you need it. You gain the following passive bonuses:

  • Your speed increases by 5 feet.
  • You have advantage on saving throws against effects which would knock you prone
  • You learn the cantrip Gust, which does not count against your cantrips known. You may cast Gust as a bonus action.
  • Nonmagical ranged attacks have disadvantage against you.
Credits

All writing and visual content created by /u/I_Once_Was_lesson25.


Eye of the Storm

Starting at 18th level, you may now open yourself to the entire energy of the weather around you for a short time. When you activate this ability, the color within your iris begins to swirl as you attune yourself to the conditions outside. As a bonus action, you may gain the following bonuses for 1 minute:

  • The wind within 300 feet of you instantly changes to storm for the duration of the ability.
  • All objects not being carried are lifted by the force of the wind. You have control of these objects as if you had cast Animate Objects at 8th level for the duration of the ability.
  • At the start of your turn all Large or smaller creatures within 300 feet of you must make a Constitution saving throw against your spell save DC. On a failed save, the creature's speed becomes 0, and you may move them 50 feet in any direction. On a successful save, the creature is immune to this effect for the next 24 hours.
  • Creatures must expend 2 feet of speed to move 1 foot while within 300 feet of you.

The effort required limits you to using this ability once per day.

Alternative Weather

The following is offered as an alternative to the weather tables on page 109 of the Dungeon Master's Guide.

Player Use

To use the alternative weather system, first have the DM define the dice that will be used when rolling for this region, and then use the tables provided. Remember that due to seasonality or other effects, dice can change over time.

Determining Dice

Using the tables below, the DM will assign dice to each weather condition at their own descretion. It's important to note these may change with the season, whether that be a wet / dry season, or cold / hot seasons, or anything else.

Precipitation

Dice Description Example
Lowest of 3d20 Very dry Desert
Lower of 2d20 Dry Grassland
Middle of 3d20 Nominal Forests
Higher of 2d20 Wet Forests
Highest of 3d20 Very wet Rainforests

Temperature

Dice Description Example
Lowest of 3d20 Very cold Mountains
Lower of 2d20 Cold Tundra
Middle of 3d20 Nominal Forests
Higher of 2d20 Warm Coasts
Highest of 3d20 Very warm Desert

Winds

Dice Description Example
Lower of 2d20 Calm -
Middle of 3d20 Nominal Most places
Higher of 2d20 Windy -

Tables

Precipitation

Roll Condition
1-6 Clear
7-12 Light clouds
7-14 Overcast or ground fog
15-18 Rain, hail, or snow
20 Blizzard, driving hail, or torrential rain

Temperature

When rolling on this table, modify the previously recorded temperature by the described amount, up to the described limit. The range for different temperatures is as follows:

Temperature Range Category
<0 degrees Arctic cold
1 - 40 degrees Cold
41 - 68 degrees Cool
69 - 84 Warm
85 - 99 Hot
>100 Unbearable heat
Roll Condition
1 - 20 degrees (minimum -100)
2-6 -10 degrees (minimum -10)
7-14 +/- 5 degrees towards 60 (+0 if 60)
15-19 +10 degrees (maximum 90)
20 +20 degrees (maximum 130)

(If the previously recorded temperature is outside the limit for the current range, the temperature changes to be the limit for the current range.)

Winds

Roll Condition
1-6 Calm (0 mph)
7-14 Moderate (1 - 19 mph)
15-18 Strong (20 - 39)
19 Gale (40-55 mph)
20 Storm (55+ mph)
 

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