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) |