Extreme Cold
Cold affects the extremities first and judgment soon after. With the right layers a creature survives dry cold for a long time, and wet cold at the same temperature for under an hour. Immersion in near-freezing water is worse, and the time limit is measured in minutes.
The save
- Ability
- CON
- DC
- 10, rising by 1 for each hour after the first
- How often
- End of each hour
- On a failure
- One level of exhaustion.
In play
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Cold-weather gear
Proper layers, a sealed suit or a heated shelter removes the save. Wet layers give disadvantage on it instead.
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Immersion
A creature in near-freezing water makes the save each minute instead of each hour, and is Incapacitated at three levels of exhaustion.
-
Gear
Unheated power cells lose half their charge, and any check made with bare hands after an hour of exposure has disadvantage.
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Adapted
A creature native to a cold world, or with resistance to cold damage, ignores the save.
Where it applies
- Alpine
- Arctic
- Cometary Halo
- Deep Space
- Derelict Hull
- Frozen Sea
- Highland
- Jet Stream
- Oceanic Trench
- Rime
- Taiga
- Terran (Arctic)
- Terran (Barren)
- The Deep
- Tundra
- Upper Atmosphere
- Zephyr
Built for this
- Goliath Ancestry
- Nordvergur Ancestry
- Werebear Ancestry
- Storm Caller Feat