5e:Wilderness Survival: Difference between revisions
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==Weather== | ==Weather== | ||
===Extreme Cold=== | ===Extreme Cold=== | ||
Below 0° ''F'' | |||
===Extreme Heat=== | ===Extreme Heat=== | ||
Above 100° ''F'' | |||
===Strong Wind=== | ===Strong Wind=== | ||
==Heavy Precipitation== | ==Heavy Precipitation== | ||
Heavy rain or snowfall. | |||
==High Altitude== | ==High Altitude== | ||
==Wilderness Hazards== | ==Wilderness Hazards== | ||
===Desecrated Ground=== | |||
===Frigid Water=== | ===Frigid Water=== | ||
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==Foraging== | ==Foraging== | ||
===Food and Water=== | |||
==Becoming Lost== | |||
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==Sources and Notes== | ==Sources and Notes== | ||
:* {{Cite Pub|Dungeon Master's Guide (5e)|pages=109- | :* {{Cite Pub|Dungeon Master's Guide (5e)|pages=109-112}} | ||
<references /> | <references /> | ||
Latest revision as of 07:57, 20 July 2020
< 5e
Work in Progress
Adventuring in the wilderness presents a host of perils beyond the threats of monstrous predators an savage raiders. [1]
Weather
Extreme Cold
Below 0° F
Extreme Heat
Above 100° F
Strong Wind
Heavy Precipitation
Heavy rain or snowfall.
High Altitude
Wilderness Hazards
Desecrated Ground
Frigid Water
Quicksand
Razorvine
Slippery Ice
Thin Ice
Foraging
Food and Water
Becoming Lost
Sources and Notes
- Wizards RPG Team. Dungeon Master's Guide (5e) (5e 2014) (December 2014). Wizards of the Coast. p. 109-112.
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