So characters are going to be exposed to the elements for prolonged lengths of time - say days or weeks. The climate and environment is fairly benign - it doesn't get TOO hot or TOO cold - so the issue really is if someone is going to be out in the sun all day without cover, followed by being out all night when its obviously colder. Likewise, they may be exposed to rain without the protection of good clothing (or an umbrella).
What is the simplest spell / enchantment for preventing common environmental damage - i.e. heat stroke in the sun, or hypothermia from the cold? Might there be a cantrip along this line?
The characters are only very lightly clothed. They have not dressed for this kind of situation.
Again - they don't need to be protected from any ACTUAL attacks, just the prolonged exposure to Mother Nature.
The only -in-rules weather concerns are Extreme Heat and Extreme Cold environments and these are very easily avoided. For heat: drink water often. For cold, wrap up warm. These are also avoided by having the relevant fire/cold resistance. In those cases you could dance about naked and be perfectly fine.
Extreme Heat would be blazing hot days / out in the desert. Extreme Cold would be the frozen north, ice-cold water, blizzards etc. A simple "hot day" or "some rain" is nothing.
There used to be more rules about the affects of standard weather conditions in previous editions - but they were removed for simplicity in 5th Edition and left to DM discretion. Also, you're an adventurer, superior than ordinary peeps, sleeping/working/adventuring in conditions less favourable is the norm for you so only the extremes are a concern - and even those are easily dealt with.
TL;DR: nothing, because it's not a concern in 5th Edition D&D.
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Prestidigitation is typically used to "freshen up" worn clothes, messy hair, body odor, etc.... I would think that it or other cantrips (Druidcraft or... Resistance?) might be capable of freshening up worn clothes, rubbing kinks out your neck, showering, banishing minor pests and soothing bug bites, sunburn, blisters, etc....
... or just a low-DC survival check, to be an experienced enough traveler to not let travel bug you.
The only -in-rules weather concerns are Extreme Heat and Extreme Cold environments and these are very easily avoided. For heat: drink water often. For cold, wrap up warm. These are also avoided by having the relevant fire/cold resistance. In those cases you could dance about naked and be perfectly fine.
Extreme Heat would be blazing hot days / out in the desert. Extreme Cold would be the frozen north, ice-cold water, blizzards etc. A simple "hot day" or "some rain" is nothing.
There used to be more rules about the affects of standard weather conditions in previous editions - but they were removed for simplicity in 5th Edition and left to DM discretion. Also, you're an adventurer, superior than ordinary peeps, sleeping/working/adventuring in conditions less favourable is the norm for you so only the extremes are a concern - and even those are easily dealt with.
TL;DR: nothing, because it's not a concern in 5th Edition D&D.
I gotcha. But let me put this scenario in context.
PCs / NPCs are captured and tied up outside, with no shelter and no protection save the thread-bare clothes on their backs. (So no coats, leather, etc.)
The villains then basically leave them there, maybe bringing them water a couple of times a day.
So they have the sun beating down on them for most of the day, then the cold at night without a fire, and occasional rain.
Removing spells that trivialize exposure to the elements was a deliberate design choice. [SageAdvice]
Goodberry and Create or Destroy Water will cover dietary needs in isolation, but for long term exposure, you're going to need to get creative.
I would recommend using spells like Find Familiar or Animal Friendship to enlist the aid of local wildlife to bring cover.
If the characters are properly tied up, such that they can't cast spells, then they're simply screwed unless they've already made the necessary preparations, or have a friend on the outside.
Basically, if the players have access to the right cantrips and/or ritual spells, they're going to escape mundane entrapment before the night is through. If they don't, then they're gonna have a bad few weeks.
I appreciate the scenario, but unless the cold night is freezing cold (arctic levels) or the sun is blazing hot (desert levels), then no protection required as far as the RAW goes.
Now a DM may choose to create conditional rules for these unusual circumstances - probably con saves against exhaustion levels once or twice per day, or something. But this is pure DM territory and is not covered by any official rules.
If the DM does invent rulings for this scenario, then we can look at things. There are spells that can help with saving throws (Resistance cantrip, for example, adds 1d4 to the next save made for the next minute. It is a cantrip, so nothing stops you casting it over and over), there are cantrips to create fire for warmth (create bonfire), to move wind to help cool you (gust), to warm or chill beverages and food (prestidigitation), or to keep things clean (also prestidigitation), . Higher spells do more, like purify food and water, create water, create food, and create shelter like Tiny Hut that makes the inside of it confortable and at perfect temperature no matter the weather/conditions outside, there are spells that can remove exhaustion (greater restoration) levels or grant temporary resistance to fire (heat) or cold (protection from energy, fire shield). There are also spells that can teleport you out of your bindings (misty step, dimension door, and more) or let you alter your size to slip out (Enlarge/Reduce) or literally just free yourself (freedom of movement). Spells like Enhance Ability can give you advantage to certain checks for a while like a strength check to try and break free.
However, spellcasting all requires you to be able to provide verbal and/or somatic components, so if you're bound and gagged you're screwed - unless you're a Sorcerer with Subtle Spell. Some spells may need material components so without the component, focus or pouch which are likely to be taken from you, you can't cast them unless you have some other way to ignore such a requirement.
Lots of options, but it which ones are best depends on what rules your DM invents for that scenario. If they don't invent rules and sticks with RAW - then even in your scenario, you won't need anything.
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What you are looking at is simply exhaustion. It has 6 levels and the fact that they will not be able to truly get a long rest in because of the conditions, you may have them make survival checks to struggle through resting well enough to stave off a level, or even reduce it a level. It is the fourth condition down:
It applies various penalties until death is reached. Their captors would most likely keep them at level 3-4 for controlling the characters' abilities to be effective at escaping. The way you are explaining it, they are captives and get just the barest needs met to let them survive. Maybe they would not notice it so much in the first few days, but spending the night shivering instead of sleeping and the day overexposed to the sun will break your will if you are not prepared for it.
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IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
I agree that Exhaustion is what's at stake. I don't think its unreasonable to let the player avoid it (or, get advantage on any Constitution saves against it) by using spells or skills creatively, to make themselves more prepared against the elements than your average human trapped out in the sun would be.
The only -in-rules weather concerns are Extreme Heat and Extreme Cold environments and these are very easily avoided. For heat: drink water often. For cold, wrap up warm. These are also avoided by having the relevant fire/cold resistance. In those cases you could dance about naked and be perfectly fine.
Extreme Heat would be blazing hot days / out in the desert. Extreme Cold would be the frozen north, ice-cold water, blizzards etc. A simple "hot day" or "some rain" is nothing.
There used to be more rules about the affects of standard weather conditions in previous editions - but they were removed for simplicity in 5th Edition and left to DM discretion. Also, you're an adventurer, superior than ordinary peeps, sleeping/working/adventuring in conditions less favourable is the norm for you so only the extremes are a concern - and even those are easily dealt with.
TL;DR: nothing, because it's not a concern in 5th Edition D&D.
I gotcha. But let me put this scenario in context.
PCs / NPCs are captured and tied up outside, with no shelter and no protection save the thread-bare clothes on their backs. (So no coats, leather, etc.)
The villains then basically leave them there, maybe bringing them water a couple of times a day.
So they have the sun beating down on them for most of the day, then the cold at night without a fire, and occasional rain.
This might last for weeks.
Is it SoCal or the Sahara? If it’s Southern California then maybe Prestidigitation to freshen up, and Druidcraft to grow edible flowers. If it’s the Sahara then they would need Tiny Hut and Create Food and Water.
I appreciate the scenario, but unless the cold night is freezing cold (arctic levels) or the sun is blazing hot (desert levels), then no protection required as far as the RAW goes.
Now a DM may choose to create conditional rules for these unusual circumstances - probably con saves against exhaustion levels once or twice per day, or something. But this is pure DM territory and is not covered by any official rules.
If the DM does invent rulings for this scenario, then we can look at things. There are spells that can help with saving throws (Resistance cantrip, for example, adds 1d4 to the next save made for the next minute. It is a cantrip, so nothing stops you casting it over and over), there are cantrips to create fire for warmth (create bonfire), to move wind to help cool you (gust), to warm or chill beverages and food (prestidigitation), or to keep things clean (also prestidigitation), . Higher spells do more, like purify food and water, create water, create food, and create shelter like Tiny Hut that makes the inside of it confortable and at perfect temperature no matter the weather/conditions outside, there are spells that can remove exhaustion (greater restoration) levels or grant temporary resistance to fire (heat) or cold (protection from energy, fire shield). There are also spells that can teleport you out of your bindings (misty step, dimension door, and more) or let you alter your size to slip out (Enlarge/Reduce) or literally just free yourself (freedom of movement). Spells like Enhance Ability can give you advantage to certain checks for a while like a strength check to try and break free.
However, spellcasting all requires you to be able to provide verbal and/or somatic components, so if you're bound and gagged you're screwed - unless you're a Sorcerer with Subtle Spell. Some spells may need material components so without the component, focus or pouch which are likely to be taken from you, you can't cast them unless you have some other way to ignore such a requirement.
Lots of options, but it which ones are best depends on what rules your DM invents for that scenario. If they don't invent rules and sticks with RAW - then even in your scenario, you won't need anything.
Is it SoCal or the Sahara? If it’s Southern California then maybe Prestidigitation to freshen up, and Druidcraft to grow edible flowers. If it’s the Sahara then they would need Tiny Hut and Create Food and Water.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
The only -in-rules weather concerns are Extreme Heat and Extreme Cold environments and these are very easily avoided. For heat: drink water often. For cold, wrap up warm. These are also avoided by having the relevant fire/cold resistance. In those cases you could dance about naked and be perfectly fine.
Extreme Heat would be blazing hot days / out in the desert. Extreme Cold would be the frozen north, ice-cold water, blizzards etc. A simple "hot day" or "some rain" is nothing.
There used to be more rules about the affects of standard weather conditions in previous editions - but they were removed for simplicity in 5th Edition and left to DM discretion. Also, you're an adventurer, superior than ordinary peeps, sleeping/working/adventuring in conditions less favourable is the norm for you so only the extremes are a concern - and even those are easily dealt with.
TL;DR: nothing, because it's not a concern in 5th Edition D&D.
I gotcha. But let me put this scenario in context.
PCs / NPCs are captured and tied up outside, with no shelter and no protection save the thread-bare clothes on their backs. (So no coats, leather, etc.)
The villains then basically leave them there, maybe bringing them water a couple of times a day.
So they have the sun beating down on them for most of the day, then the cold at night without a fire, and occasional rain.
This might last for weeks.
Is it SoCal or the Sahara? If it’s Southern California then maybe Prestidigitation to freshen up, and Druidcraft to grow edible flowers. If it’s the Sahara then they would need Tiny Hut and Create Food and Water.
Think... Northern California. Bay Area. In the spring.
Prestidigitation and Druidcraft, maybe Goodberry. If it’s early spring, maybe Create Bonfire. If that’s a rainy season out there then maybe Mould Earth. Cantrips basically, and Goodberry if Druidcraft wouldn’t cut it. Remember, 1 PC casting Prestidigitation can make up to 3 cubic feet of earth warm for up to an hour at no resource cost. Druidcraft can make an almost limitless supply of edible flowers, and Mold Earth can make permanent crude shelters for free.
Mold earth, shape water, gust, prestidigitation and of coarse create water (1st level spell) would all be invaluable in an exposure/survival setting for keeping cool, hydrated, and making a functional shelter to stay cool during the hottest parts of the day and coldest parts of the night. Cantrip creativity is what you are trying to reach for. These would be great ways to slough off the effects of extreme exhaustion, which can KILL a character within 6 levels or just keep them delerious long enough for something else to kill them.
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IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
Mold earth, shape water, gust, prestidigitation and of coarse create water (1st level spell) would all be invaluable in an exposure/survival setting for keeping cool, hydrated, and making a functional shelter to stay cool during the hottest parts of the day and coldest parts of the night. Cantrip creativity is what you are trying to reach for. These would be great ways to slough off the effects of extreme exhaustion, which can KILL a character within 6 levels or just keep them delerious long enough for something else to kill them.
Sounds good, though it would be counter-productive in this instance.
The characters are bound up and left exposed to the elements. The antagonists are using it to mentally break them, while giving them the minimal care to keep them physically alive.
...What is the simplest spell / enchantment for preventing common environmental damage - i.e. heat stroke in the sun, or hypothermia from the cold? Might there be a cantrip along this line?...
but now
Sounds good, though it would be counter-productive in this instance.... So the characters can't cast or anything.
Mold earth, shape water, gust, prestidigitation and of coarse create water (1st level spell) would all be invaluable in an exposure/survival setting for keeping cool, hydrated, and making a functional shelter to stay cool during the hottest parts of the day and coldest parts of the night. Cantrip creativity is what you are trying to reach for. These would be great ways to slough off the effects of extreme exhaustion, which can KILL a character within 6 levels or just keep them delerious long enough for something else to kill them.
So characters are going to be exposed to the elements for prolonged lengths of time - say days or weeks. The climate and environment is fairly benign - it doesn't get TOO hot or TOO cold - so the issue really is if someone is going to be out in the sun all day without cover, followed by being out all night when its obviously colder. Likewise, they may be exposed to rain without the protection of good clothing (or an umbrella).
What is the simplest spell / enchantment for preventing common environmental damage - i.e. heat stroke in the sun, or hypothermia from the cold? Might there be a cantrip along this line?
The characters are only very lightly clothed. They have not dressed for this kind of situation.
Again - they don't need to be protected from any ACTUAL attacks, just the prolonged exposure to Mother Nature.
Thanks.
there are no spells in 5e to my knowledge that protect from weather ect. out side things like leomonds tiny hut ect. that make shelter
The only -in-rules weather concerns are Extreme Heat and Extreme Cold environments and these are very easily avoided. For heat: drink water often. For cold, wrap up warm. These are also avoided by having the relevant fire/cold resistance. In those cases you could dance about naked and be perfectly fine.
Extreme Heat would be blazing hot days / out in the desert. Extreme Cold would be the frozen north, ice-cold water, blizzards etc. A simple "hot day" or "some rain" is nothing.
There used to be more rules about the affects of standard weather conditions in previous editions - but they were removed for simplicity in 5th Edition and left to DM discretion. Also, you're an adventurer, superior than ordinary peeps, sleeping/working/adventuring in conditions less favourable is the norm for you so only the extremes are a concern - and even those are easily dealt with.
TL;DR: nothing, because it's not a concern in 5th Edition D&D.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Prestidigitation is typically used to "freshen up" worn clothes, messy hair, body odor, etc.... I would think that it or other cantrips (Druidcraft or... Resistance?) might be capable of freshening up worn clothes, rubbing kinks out your neck, showering, banishing minor pests and soothing bug bites, sunburn, blisters, etc....
... or just a low-DC survival check, to be an experienced enough traveler to not let travel bug you.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
I gotcha. But let me put this scenario in context.
PCs / NPCs are captured and tied up outside, with no shelter and no protection save the thread-bare clothes on their backs. (So no coats, leather, etc.)
The villains then basically leave them there, maybe bringing them water a couple of times a day.
So they have the sun beating down on them for most of the day, then the cold at night without a fire, and occasional rain.
This might last for weeks.
Removing spells that trivialize exposure to the elements was a deliberate design choice. [SageAdvice]
Goodberry and Create or Destroy Water will cover dietary needs in isolation, but for long term exposure, you're going to need to get creative.
I would recommend using spells like Find Familiar or Animal Friendship to enlist the aid of local wildlife to bring cover.
If the characters are properly tied up, such that they can't cast spells, then they're simply screwed unless they've already made the necessary preparations, or have a friend on the outside.
Basically, if the players have access to the right cantrips and/or ritual spells, they're going to escape mundane entrapment before the night is through. If they don't, then they're gonna have a bad few weeks.
I appreciate the scenario, but unless the cold night is freezing cold (arctic levels) or the sun is blazing hot (desert levels), then no protection required as far as the RAW goes.
Now a DM may choose to create conditional rules for these unusual circumstances - probably con saves against exhaustion levels once or twice per day, or something. But this is pure DM territory and is not covered by any official rules.
If the DM does invent rulings for this scenario, then we can look at things. There are spells that can help with saving throws (Resistance cantrip, for example, adds 1d4 to the next save made for the next minute. It is a cantrip, so nothing stops you casting it over and over), there are cantrips to create fire for warmth (create bonfire), to move wind to help cool you (gust), to warm or chill beverages and food (prestidigitation), or to keep things clean (also prestidigitation), . Higher spells do more, like purify food and water, create water, create food, and create shelter like Tiny Hut that makes the inside of it confortable and at perfect temperature no matter the weather/conditions outside, there are spells that can remove exhaustion (greater restoration) levels or grant temporary resistance to fire (heat) or cold (protection from energy, fire shield). There are also spells that can teleport you out of your bindings (misty step, dimension door, and more) or let you alter your size to slip out (Enlarge/Reduce) or literally just free yourself (freedom of movement). Spells like Enhance Ability can give you advantage to certain checks for a while like a strength check to try and break free.
However, spellcasting all requires you to be able to provide verbal and/or somatic components, so if you're bound and gagged you're screwed - unless you're a Sorcerer with Subtle Spell. Some spells may need material components so without the component, focus or pouch which are likely to be taken from you, you can't cast them unless you have some other way to ignore such a requirement.
Lots of options, but it which ones are best depends on what rules your DM invents for that scenario. If they don't invent rules and sticks with RAW - then even in your scenario, you won't need anything.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
What you are looking at is simply exhaustion. It has 6 levels and the fact that they will not be able to truly get a long rest in because of the conditions, you may have them make survival checks to struggle through resting well enough to stave off a level, or even reduce it a level. It is the fourth condition down:
https://www.dndbeyond.com/sources/basic-rules/appendix-a-conditions
It applies various penalties until death is reached. Their captors would most likely keep them at level 3-4 for controlling the characters' abilities to be effective at escaping. The way you are explaining it, they are captives and get just the barest needs met to let them survive. Maybe they would not notice it so much in the first few days, but spending the night shivering instead of sleeping and the day overexposed to the sun will break your will if you are not prepared for it.
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
I agree that Exhaustion is what's at stake. I don't think its unreasonable to let the player avoid it (or, get advantage on any Constitution saves against it) by using spells or skills creatively, to make themselves more prepared against the elements than your average human trapped out in the sun would be.
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I'm going to make this way harder than it needs to be.
Is it SoCal or the Sahara? If it’s Southern California then maybe Prestidigitation to freshen up, and Druidcraft to grow edible flowers. If it’s the Sahara then they would need Tiny Hut and Create Food and Water.
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How come nobody said Leomund's Tiny Hut?
"Sooner or later, your Players are going to smash your railroad into a sandbox."
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"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
We did.
post #2
#7:
#10:
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HAHA that's what happens when I just look for colored links.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
We got lazy XD Sowwy.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Think... Northern California. Bay Area. In the spring.
Prestidigitation and Druidcraft, maybe Goodberry. If it’s early spring, maybe Create Bonfire. If that’s a rainy season out there then maybe Mould Earth. Cantrips basically, and Goodberry if Druidcraft wouldn’t cut it. Remember, 1 PC casting Prestidigitation can make up to 3 cubic feet of earth warm for up to an hour at no resource cost. Druidcraft can make an almost limitless supply of edible flowers, and Mold Earth can make permanent crude shelters for free.
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Mold earth, shape water, gust, prestidigitation and of coarse create water (1st level spell) would all be invaluable in an exposure/survival setting for keeping cool, hydrated, and making a functional shelter to stay cool during the hottest parts of the day and coldest parts of the night. Cantrip creativity is what you are trying to reach for. These would be great ways to slough off the effects of extreme exhaustion, which can KILL a character within 6 levels or just keep them delerious long enough for something else to kill them.
IMHO, Earthdawn is still the best fantasy realm, Shadowrun is the best Sci-Fi realm, and Dark Sun is the best D&D realm.
Sounds good, though it would be counter-productive in this instance.
The characters are bound up and left exposed to the elements. The antagonists are using it to mentally break them, while giving them the minimal care to keep them physically alive.
So the characters can't cast or anything.
but now
:/
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I'm going to make this way harder than it needs to be.
Heck, even Minor Illusion could provide some shade.
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