However, the spell never goes on to explain what any of these temperatures might do, nor does it mention any source or reference to determine what they do. When you cast the spell, you change the current weather conditions, which are determined by the DM based on the climate and season.
When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. The other place I found mention of temperatures is the control weather spell which states: Regardless exhaustion could very well be used with temperatures between 0° F (-17° C)? and 32° F (0° C), the GM would just have to determine a frequency of the Constitution saves and their DC.
EXTREME COLD DMG 5E HOW TO
Unfortunately it never mechanically defines how to determine whether freezing temperatures result in exhaustion and "freezing temperatures" probably isn'tĪ literal term. Some special abilities and environmental hazards, such as starvation and the long-term effects of freezing or scorching temperatures, can lead to a special condition called exhaustion. You feel your fingers start to burn ice cold as you take 5 points of cold damage. This is also supported as the section on " Exhaustion" states: As your sword cuts through the visibly cold air around the wizard, and make contact with them, you feel the handle of your blade grow cold as faint blue energy climbs the sword. Perhaps you could use this to say that cold temperatures cause saving throws every 2-3 hours. This is even more impacting that extreme cold - having you make a save every minute instead of every hour. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain one level of exhaustion. Although it tends to be when something causes a sudden drop, more like being. There is also a section on "Frigid Water" (page 110) which states:Ī creature can be immersed in frigid water for a number of minutes equal to its Constitution score before suffering any ill effects. In simple terms, cold damage comes from sources of extremely low temperatures. 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. Those are all it mentions, and the section on "Extreme Cold" (page 110) states: The entire section on "Weather" (page 110) from the DMG only mentions a few weather types: What temperature does is up to a GM, but Constitution checks to avoid exhaustion seem reasonable