You are on page 1of 13

1 Surviving and fighting cold weather.

Credits:
Surviving and fighting cold A special thanks to my friends that helped me with this work,
especially to Giancarlo Borracci, alias Vodacce and his blog
http://cronachedelgattosulfuoco.altervista.org/blog/

weather Many thanks for the illustrations to:

Dhtamnay for the cover (from


Brave adventurers cannot succumb to ice and wind just https://dahtamnay.deviantart.com )
because they don't wear the right clothes or use right
equipment! A small list of utilities for ice or cold Lakespirit3 ( https://lakespirit3.deviantart.com/ )
campaigns.
Nicolas Raymond ( https://somadjinn.deviantart.com/ )

This PDF contains some short rules created to give


some importance to the effects of cold weather during
an extended campaing in such environement, as long as
an equipment list and advices for players and DM
alike.

Summary 2
Ruling the cold into the game 3
Extreme situations, extreme dangers 3
Weapons and armors 6
Adventuring gear 8

2 Surviving and fighting cold weather.


bag and some form of fire.
Surviving cold and wet climate. Failing at any one of these elements, will make any PC not
regain recovery dices for the day, while if you miss two or three
of those things, makes you loose also one or two recovery dice
Weather can be more dangerous than any monster found in the from your current pool, so if a PC not have enough food and
wild, cold and wet can reduce any adventurer into a clay lump with misses shelter for the night, he won't recover any dice and will
fatigue, disease, and maybe kill easily even the hardened warrior, if also loose one of those he still have; if he didn't have proper
they do not pose attention to the environement and their equipment. clothing too, he will also loose another recovery dice; recoveries
are lost usually when the PC wakes up, while dice lost for cold
Cold weather is not just a bit of pain, cold can freeze you still, if are regained as normal, and if the PC's have proper equipment,
you're lucky you may loose just some fingers or a foot or hand, normal rules for recovery dices applies.
ears, or nose, just because you was not protected enough or if you
sweat and perspiration freezes inside your clothes, and if you fall If at any moment the PC does not have any recovery die in the
into a lake or river, you can freeze yourself like a fish at the market pool but have to loose one, he will takes 1d6 cold damage
in a matter of minutes, no more than five; a naked human can resist instead, for every recovery he should loose. These hit points are
not much into the snow, maybe an hour or two, and without proper not recovered normally, until the player won't recover ALL the
dressing is hard to stay alive for the night. recovery dice he have, thou magical healing in form of spells or
potions do work.
While playing the game, anyway, is better to not put too much
emphasys into the cold climate, but instead just put some Any PC with even a single point of damage described above,
descriptions here and there, and eventually take into account the have some form of freezing damage: cold freeze bodily
moments in wich the PC's can find in danger because of the extremities first, as the blood flows inside the body to keep it
climate, like if they have to go over a frozen river, or when making warm, so ears, nose and all the fingers are the first parts to suffer
camp for the night. In these situations the players may find that cold damage.
is an enemy as anyone else, and surviving in harsh places is hard or Until all the damage took by someone is healed up, he cannot
even impossible without proper preparation. apply his proficiency bonus in any activity, and in fact the
proficiency bonus drops to zero.
As a DM, you should anyway remember the players that they may
have to move into an area in wich the climate is cold, and they have PC's that have some form of cold resistance do not suffer from
to buy the right things to survive. any form of damage or recovery die loss as described above.

Ruling the cold into the game


Extreme situations, extreme dangers
In this paragraph i'll show a few simple rules to make alive the
harsh elements that may put in danger the PC's. If the cold weather is a long term danger, and can resisted to
some extents, there are situations in wich ones is jus fighing for
I didn't wanted a rule that needed a lot of bookeeping or weird stats death: falling into a frozen body of water, beign swept by an
and bonuses to check for, and beign cold climate something that avalanche or surprised by a thunderstorm, or worse by a blizzard,
affects mostly the tireness of those affected by, and ultimately even cannot be overcomed by just a bit of training, but endurance,
damage him. preparedness and a lot of luck are needed.

Every PC's that want to survive for more than a few days into the Falling into water and cold rain.
cold should bring with himself at least something to eat, heavy
clothing, and should have a form of shelter for the night.
Moving over a frozen surface is already hard and dangerous, but
falling inside a frozen or snow-covered river or lake is another
Normal rations are not enough for a humanoid in cold climate, the
matter entirely: everyone falling in such cold water is drained
need for calories makes anyone eat at least double than normal, or
from bodily heat at a surprising rate, so for any minute he's
should buy rations from the list below. Heavy clothing should cover
inside the water, he takes 2d6 to 4d6 cold damage, based on
the head, body, legs and feet at least: fur or wool clothing is good,
outside temperature (from 3° to -10° and over) that follows the
leather armor is not, while wearing layers of normal clothing is not
same rules as the chapter before, so this damage do not heal
enough.
normally and the proficiency bonus will drop to zero if damage
Finally, every night the PC's need some shelter: a cold climate tent,
is taken.
yurta or a shelter built with survival skills, plus a heavy sleeping

3 Surviving and fighting cold weather.


Supposing the PC will survive this ordeal and gets out of the water, If a PC is caught inside a blizzard, he will suffer the same effect
he will still be wet, and will take 1d6 cold damage every ten as per falling into water, plus inside the storm the visibility
minues, until he is dried up and heated by a hot source, like a dropsunder 400 meters, making easily to fall inside crevices and
campfire for example. holes and surely loose orientation, and moving inside the storm
is treated like difficult terrain. Any spell based on wind or clouds
Cold rain is another danger like this one, and anyone standing simply does not work inside a blizzard, fly speed drops to ¼ for
under 0° celsius while raining will take 1d6 cold damage for every any creature smaller than Large size because of the wind, any
hour the condition remains, still following the cold damage as fire-based spell is reduced to half damage.
previous entries, if he fails a Constitution check at DC 15.
Surviving an avalanche.
Surviving a blizzard.
Beign submerged by snow, for an avalanche of by dropping
A blizzard is entirely another thing, and can cause damages nearly inside it, is very dangerous. If caught by an avalance, the worst
similar to those of a white dragon breath. A blizzard is a snow thing is that it's impossible to guess our direction, so trying to dig
storm with poor visibility, high wind speed (over 30 knots), that out by themselves may ends up in going to the wrong direction.
last long (over four hours) with a perceived temperature of under While submerged by snow, heat from the body starts to be
-25° celsius. A blizzard can drop the temperature even under -60°, absorbed pretty fast: every ten minutes inside the snow inflicts
this will freeze any exposed part nearly instantly. 1d6 cold damage with same rules as before.
Avalanches then have another very bad effect: air reservoir is
To survive a blizzard, is imperative to find any form of shelter and limited to some minutes: 3d10+10 minutes of air is a good guess
wait to the wind drops, or else magical equipment is needed. for any such situation, while if a character starts to dig out or

4 Surviving and fighting cold weather.


compact the snow around him, he can get enough air to stay alive
for few hours, probably 1d3 hours more.

Other hazards and useful info


It may prove hard to light a fire into a snow-covered area, it's
advisable to take firewood with the standard equipment, and use it
to supplement wood gathered in the wild. If any PC tries to light a
fire in bad weather, a Survival check against DC 15 is advisable, if
it's raining a lot or there's strong wind, the DC raises to 20, while
it's impossible inside a snow or rain storms.

Walking in snow-covered terrain may be dangerous, as snow covers


any hazard like holes, rocks, trees and crevices, and there's no way
except magical means to be safe in doing that, but a survival check
at DC 20 may help to find a large crevice or a dangerous large
hazard; high snow (over 2 feet height) makes hard to move and the
terrain is considered difficult.

Ice sheets are very hard to navigate: moving over them is difficult
terrain, to move at half speed a PC must succed in a DC 12 check
or fall prone, if there's no way to keep balance or cling to
something around, but anyone can move at full speed if moving on
all four, even if anyone moving like this is considered prone.

Generally speaking, any sheet of ice of at least 3 inches can sustain


the weight of any humanoid in a 5x5 feet area, while 10 inches can
sustain a large creature and not break.

Ice may be terribly sharp, and a broken ice shard can cut like a
razor. Ice dropping from any height do 3d6 cold and slashing
damage for every 10 feet he falls, a saving throw against Dexterity
against DC 12 may halves the damage. Caves in cold climates do
often have both in the entrance and inside icicles that can break free
with vibration or a strong sound, such caves may be really
dangerous.

Metal armors and weapons in cold temperatures may be dangerous,


as the live skin adhere to such cold surfaces and may cause serious
damage. Coating metal surfaces with animal fat or clothing is
enough to prevent such damage.

Large areas covered in snow can reflect the sun and create the
weird effect of giving sunburst in exposed skin, it's up to the DM to
value the effects, but generally speaking if little skin is exposed,
1d4 cold damage without special effects, for every hour of
exposition is enough. Sun reflection also may hit the eyes, wich if
are not screened, like with a snow goggle, may swell and create
temporary blindness after 3-4 hours of exposition, that will last
until eyes are treated (fresh bandages).

5 Surviving and fighting cold weather.


Weapons
Weapon Cost Damage Weight Properties
Belaying pin 5 cp 1d3 bludgeoning 1 lb. Light
Gaff/hook 5 sp 1d4 bludgeoning 2 lb. Special
Goad 1 sp 2d4 bludgeoning/ piercing 5 lb. Two-handed
Harpoon 5 sp 1d6 piercing 4 lb. Thrown (30/60), versatile (1d8)
Ice pick 3 gp 1d6 piercing 2 lb. Finesse
Luqu 3 sp 1d8 piercing 3 lb. Reach, Thrown (20/40)
Snow blade (iuak) 2 gp 1d6 slashing 3 lb. Versatile (d18)
Ulu 1 gp 1d4 slashing 1 lb. Finesse
Simple ranged weapons
Atl-atl 5 sp 1d10 piercing 3 lb. Thrown (60/120), two-handed
Bola 2 sp 1d4 bludgeoning 3 lb. Thrown (30/60), special

Armor Cost Armor class Weight Stealth


Bone armor 5 gp 13 + Dex mod. (max 2) 15 lb. Disadvantage
Fur armor 15 gp 12 + Dex mod. (max 2) 18 lb.

Armor and weapons description ft. wooden shaft. Its main use is to break ice, cut it or used for
climbing, but is also a great weapon as the use as a tool make it
Belaying pin. razor sharp.
More a tool than a weapon, this is a 15-20 inch lenght of wood
used on ships to secure riggings (ropes) to the ship, that can be Luqu.
easily used as a club, famous to be a preferred weapon for killing The Luqu is similar to an harpoon, but instead of a single barbed
seals as to not damage the pelt of the animal tip, it have three bone or wood hooked tips at one end, opened
like a funnel, mainly used for fishing. It can be used as a weapon
Gaff/hook. too, but is a bit fragile and wih a critical hit it will break.
A wooden shaft long around 3 feet wih a hook at his end, used on
ships as a tool for getting ropes or for boarding, was often used as a
weapon. Using this weapon with both hands gives advantage in
grappling attemps.

Goad. Ulu Knife


A goad is a staff with a heavy weight and a spear at one end, wich
may be made of stone. Often used to lead animals in herds, doubles
as a weapon easily.

Harpoon.
A harpoon is very like a javelin, except that his point is often made
wih barbs or as a fishing hook, so when thrown, the weapon cannot
be removed easily and continue causing damage. Harpoons are
mainly hunting weapons, and often are made with a detatchable tip
tied to a rope, so the animal can be retrieved or tied to trees or, as in
whale hunting, to ships to tire the prey.

Ice pick.
An ice pick is both a tool and a weapon. It have a point at one end
and, opposite to it, an axe, both made from steel or iron, tied to a 2

6 Surviving and fighting cold weather.


Snow blade or Iuak. spend an action to remove the bolas, if the target have free hands
A snow blade is made either from bone or metal, and is basically a to do that!
saw or very similar to a machete, but the tip of the blade is cut
horizontally. His main use is to cut holes in the ice for fishing, or to Bone armor.
cut blocks of ice to make igloos, but is also a fearsome weapon, Metal is scarce and a luxury in cold areas, while bone from large
much similar to a short sword, with a razor sharp blade caused by hunted animals is abundant. Using large bones from such
his main use. animals it's possible to create bone armors, wich are way more
efficient than anyone can think, also they can be decorated nicely
Ulu. with scrimshaw techniques. Such armors need a bit more
An ulu is a large, half moon knife very like a roman cestus, made maintenance, but they're extremely cheap, thou a bit
from metal, stone or bone, but his main use is to skin hunted preys. cumbersome.

Atl-atl. Fur armor.


This is a piece of wood of 2 feet lenght, with a small protusion to Essentially these are just layers of fur or pelts from
one end, in wich prehistoric humans put an arrow or javelin to use animals, wich offers some protection from both hits and
it like a sling. A javelin launched by this device fly faster, farther cold. For rules, wearing such armor is the same as wearing
and is more accurate than if launched by hand. cold weather clothing.
The damage replace that of a normal javelin, but for use this
weapon, you need them as an ammunition.

Bola.
This weapon is incredibly simple but have great effectiveness: is
made by tieing three or more weights, often round stones, like a
cross, with ropes. The weapon can be launched at a target and, with
his rotation, it will tie to arms, legs or other extremities of the
creature, blocking them. It works like a net, but anyone hit can also

7 Surviving and fighting cold weather.


Adventuring gear Equipment description
Item Cost Weight
Backpack, large 5 gp 8 lb.
Firewood 5 cp 10 lb. Backpack, large.
5 cp - A larger backpack version wich can hold more equipment.
Matchsticks (10x)
Essential when you have to bring with you some more firewood,
Pot of fat 1 sp 1 lb.
that spare clothing or a second coil of rope, or all of them.
Rations, cold climate (1 day) 2 gp 1 lb.
Sleeping bag 5 gp 10 lb. Firewood.
Snow goggles 3 sp - While anyone can think that will be easy to find in the wild, in
Arrows (20) arctic areas or even in dungeons firewood is not a commodity, is
- stone 5 sp 2 lb. necessarily to keep warm you and your food.
- bone 5 sp 1 lb.
5 sp 1 lb. Matchsticks.
- blunt
Small sticks of wood coated with resin or peat, coal and sulphur,
Blowgun needles (50)
can be used to light faster a fire or lantern, thou they don't work
- bone, barbed 1 gp 1 lb.
if they get wet!

Vehicles and camping Pot of fat.


Another essential, this is a small clay pot, stoppered, with
Item Cost Carry Weight Speed rendered fat inside. In cold climates, oil cannot be used as it
capacity freezes, so fat becomes the only thing that can be used to coat
Caribou/reindeer 35 gp 400 lb. - 40 ft. skin for reduce cold sensibility or prevent wounds, coat metals so
Crampons 3 gp - 3 lb. - they won't stick to skin or other items or freeze into the sheat,
3 gp - 2 lb. - and also as a lantern fuel.
Saddlebags, dog
Skis and poles 5 sp - 4 lb. -
Ration, cold climate.
Dog sled 15 gp 200 lb. - -
Special rations that won't get rancid, contains dried fish or meat,
Sled dog 30 gp 100 lb. - 40 ft. nuts and bread, so it will gives approx double calories than a
Snowshoes 1 gp - 2 lb. - normal ration: it won't work, in normal weather, as two day
Yurta 15 gp - 150 lb. - ration, but will work normally in cold weather. A medium
humanoid will consume two normal rations instead of one in
Clothing cold climates.

Item Cost Weight Sleeping bag.


Not the modern one, but some ice-dwelling tribes sew a large
Arctic fur coat 8 sp 2 lb.
pelt into a sack with fur inside, and then coat the outside so to be
Cloak (wool or fur) 1 gp 2 lb. water resistant and keep the heat inside.
Fur boots 5 sp 1 lb.
Fur cap 1 gp 1 lb. Snow goggles.
Gaiters 5 cp 1 lb. A wooden block carved to have two small openings for the eyes
Garnache 8 sp 2 lb. so UV rays won't hit them directly. A makeshift version can be
2 sp 0.5 lb. made with some cord and bark from trees.
Heavy fur gloves
Rain poncho 2 gp 3 lb.
Arrows, stone, bone and blunt.
Tabard 3 gp 4 lb. As iron is hard to find, stone and bone are preferred to make
Wool gloves 1 sp 0.5 lb. arrow tips in cold climates, they're cheaper, but they breaks more
Wool heavy shirt 3 sp 1 lb. so most of them cannot be retrieved when fired. Blunt arrows are
Wool trousers 3 sp 1 lb. either wooden shafts with a blunt tip or with a blunt stone tip,
Wool underwear 3 sp 1 lb. used mainly for hunting, they change the type of a bow damage
to bludgeon.

Barbed Needles.
Barbed needles for blowguns made from bones, they cannot be

8 Surviving and fighting cold weather.


poisoned but deals more damage than normal ones, they are often one hour.
used to hunt small preys like birds.
Arctic fur coat.
Caribou/reindeer. A large fur made from various animal pelts sewn togheter that
Large animals often used both as livestock and pack animals, they covers most of the body, down to the knees.
feed over anything vegetable, including bark from trees.
They can carry heavy weights, like horses, and tow sleds as they Cloak (fur or wool).
move easily even in snow-covered terrain. They share the same A traditional cloak made either of fur with hairs inside, or from
harness and gear as a horse use. Use elk statistics for those animals. heavy wool, both versions can have a hood and are water
resistant, so they will keep the wearer dry for a while into the
Crampons. rain.
Sharp metal gear that can be attached to heavy shoes to improve
mobility on ice, also mostly used in climbing slippery surfaces. Fur boots.
Anyone wearing crampons does not suffer any problem in moving Boots with fur inside to keep feet dry and warm.
over ice, and any ice covered area is treated as normal terrain for
movement purpose. Fur cap.
Same as fur boots but for your head.
Saddlebags, dog.
Sled dogs can use these small saddlebags to carry some weight. A Gaiters.
normal size dog can carry up to 10 lb. of items inside the This piece of either leather or cloth is coated with wax or other
saddlebags. water resistant material, and is worn to the lower part of the legs,
over the shoes, so snow and water cannot enter inside boots.
Skis and poles.
Essentially two wooden boards that are attached to boots, and two Garnache.
wooden shafts, used for improving mobility in snow covered Tunic worn over meal armor to protect skin from sticking to cold
terrain, and basically doubles the movement speed of anyone using metal.
them, but they basically cannot be used in combat, giving
disadvantage on any to hit check. Heavy fur gloves or wool gloves
Same as fur boots, but for your hands!
Dog Sled.
Also known as sleight, is a land vehicle used mainly with snow- Rain poncho.
covered terrains, thou in survival situations it can be used A square piece of cloth with a hole in the middle that can be
anywhere. A sled have a flat underside, and can move over snow at easily worn over the body, is coated with wax or other water
the speed of the animals that tow it, either dogs or caribous, or any resistant substance to keep you dry under the rain.
other beast suitable to do that. You can consider a sled like a cart
for any purpose. Tabard.A very heavy, wool clothing similar to a cloak, without
hood but long enough to cover the wearer to the ankles, can be
Sled dog. closed with buttons on the front and keeps the wearer very warm
A minimum of 4 dogs are needed to tow a sled. Sled dogs shares and dry under some rain.
statistics of a mastiff, but they're more suited for cold climates and
can survive into the arctic climate without any protection from cold. Wool heavy shirt, trousers and underware.Wearing various
levels of clothing is better than wear a single heavy one in cold
Snowshoes. climates, and wool not only keeps you warm, it lets sweat go out
A piece of footwear used to walk on snow, made from wood and and have even some water resistance under the rain.
some strings tied like a small net. They attach to boots like
crampons, but they allow anyone to walk at basic speed on snow
without suffer any effect from that.

Yurta.
Steppe and arctic tribes with nomadic lifestyle build small huts
made from wooden or bone poles and pelts or furs from large
animals, sewn togheter. Those huts are made to resist wind, but
they can be disassembled in a matter of minutes and carried on
pack animals, so an entire village can be ready tomove in less than

9 Surviving and fighting cold weather.


10 Surviving and fighting cold weather.
Backgrounds and feats Shaman

The shaman in a tribe is someone to ask for wisdom advices,


Backgrounds history and lore both of the wild and the spirits. Shamans often
have mild capabilities in reading the future with special items or
Tribe Warrior by interpretation of omens and signs given by the nature or by
bening entities or ancestors. People living in the wild often travel
Inspired by nature and animals, by the spirits of the ancestors or by for hundreds of miles to get an advice from a shaman, and
his sheer will and dedition to their community, you are the force they're treated with respect and reverence by their people.
that protects your beloved ones and yourself from the danger of the
wilds. Skill Proficiencies: religion, history
Tool proficiencies: divination tools (read below) and herbalist
Skill Proficiencies: Athletics, Intimidate kit.
Tool Proficiencies: one artisan's tool, vehicles (land)
Equipment:
Equipment: A form of divination tool, like a rune satchel, divination bones,
Fur gloves, boots and cloak, a pot of fat, three harpoons or javelins incense ad burner and so on, an herbalist kit, fur cloak and boots,
and a trophy from a fallen enemy like a scalp or teeth necklace a blowgun and 50 needles.
from a beast .
Feature
Feature: Shamans knows the signs and how to read them, and can use this
ability once every long rest. When they want to use this feature,
Tribe warriors are both the shield and the sword of any tribe, and they roll a check in religion, adding also the proficiency in
they're heared when there's a matter of honor or law to be settled. divination tools, again a DC set by the DM. If he succeed, he
Tribe warriors receives free accomodations in very small villages or gets an advice in the same form of an Augury spell, if he fails
in frontier hamlets, in addition, they can raise a folk army in those there's a chance (20%) that he angered the spirits or read the
villages that comprehend up to half the male population, in purpose signs wrong: the next time the shaman makes a check, to hit roll
only of protecting the community from some form of danger. or saving throw, he do that with disadvantage.

Tundra hunter Steppe Nomad


Hunting is the main profession into cold climates, and you were
Nomadic life is sometimes a necessity: when resources are
raised doing that, finding preys from the pak to the tundra and
scarce or climate does not support life well, it's better to pack up
steppe lands, staying away from home, alone for weeks to get a
and move somewhere else. You and your tribe learned that kind
large animal back that will feed the family for months. You possess
of life, you live with few tools and belongings, often in a shelter
skills and secrets, honed in the years.
that you can dismantle in a matter of hours or less, and follow
trails often unknown to cultural advanced societies or those wich
Skill Proficiencies: Survival, Nature
have a lot of wealth and fancy places to live in.
Tool proficiencies: navigator's tools and vehicles (water) or
herbalism kit
Skill Proficiencies: Nature, Animal handling, athletics
Equipment: Tool proficiencies: Musical instruments and vehicle (land)
Any one weapon between Ulu knife, 3 harpoons or Luqu, 1 bola or
1 snow blade, a silk rope, a set of traveler's clothes, a hunting trap. Equipment:
A chosen musical instrument, one of skis and poles, crampons or
Feature: snowshoes, one of snow blade, ice pick or bola, a small necklace
or other jewelry made of wood, glass or hard stones worth 3gp.
Living into the complete wilderness gave you a lot of skill in
finding food, water and a shelter, so you're able to find those things Feature
for you and up to other five people and the shelter will always be You are always ready to move, find easily trails in the wild that
safe, thou creatures can always find it. In addition your proficiency may just be invisible to others, and are very good at keeping
bonus is doubled when tracking living beigns in the wild. orientation. Any time you need to check for loosing orientation,
your proficiency is doubled, also every long rest, you and your

11 Surviving and fighting cold weather.


party can move at double speed in the wild if you need to move
more than one mile.

Feats
Arctic hunter

Everyone dedicates some time in hunting in cold areas, but you're


an expert and enjoys several benefits using arctic tools

- while using Luqu, ice pick, harpoon, snow blade or ulu as a main
weapon and nothing in the other hand, you gain a +1 bonus to AC
and to hit with these weapons only.

- while using Luqu, ice pick, harpoon, snow blade or ulu as a


weapon, your proficiency is double when checking survival skill
while trying to hunt, get food or a shelter in the wild.

Ice magical manipulation

Living into the cold wild and practicing any kind of spell lets you
know the perils of the cold, and use them onto your foes with great
capability, gaining the following benefits:

- once for long rest, when you cast a spell that have ice or cold
involved (both in damage or in the effect) you can cast it as it was
two spell slots higher. This applies only to spells you can actually
casts, but goes over your actual spell level.

- choose a cantrip between these: dancing lights, resistance, ray of


frost, chill touch. You now can cast this cantrip as it was one of
those belonging to your class.

- when you're in the wild, you gain double proficiency if you make
investigation or perception checks to find or understand if there
may be a natural hazard near you or incoming, such as a crevice
hidden by snow, thin ice over a river you need to go trough, an
avalanche or a blizzard.

12 Surviving and fighting cold weather.


OPEN GAME LICENSE Version 1.0a Contributions are Your original creation and/or You have sufficient rights
The following text is the property of Wizards of the Coast, Inc. and is to grant the rights conveyed by this License.
Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 6. Notice of License Copyright: You must update the COPYRIGHT
1. Definitions: (a)”Contributors” means the copyright and/or trademark NOTICE portion of this License to include the exact text of the
owners who have contributed Open Game Content; (b)”Derivative COPYRIGHT NOTICE of any Open Game Content You are copying,
Material” means copyrighted material including derivative works and modifying or distributing, and You must add the title, the copyright date,
translations (including into other computer languages), potation, and the copyright holder’s name to the COPYRIGHT NOTICE of any
modification, correction, addition, extension, upgrade, improvement, original Open Game Content you Distribute.
compilation, abridgment or other form in which an existing work may be 7. Use of Product Identity: You agree not to Use any Product Identity,
recast, transformed or adapted; (c) “Distribute” means to reproduce, license, including as an indication as to compatibility, except as expressly
rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; licensed in another, independent Agreement with the owner of each
(d)”Open Game Content” means the game mechanic and includes the element of that Product Identity. You agree not to indicate compatibility
methods, procedures, processes and routines to the extent such content does or co-adaptability with any Trademark or Registered Trademark in
not embody the Product Identity and is an enhancement over the prior art conjunction with a work containing Open Game Content except as
and any additional content clearly identified as Open Game Content by the expressly licensed in another, independent Agreement with the owner of
Contributor, and means any work covered by this License, including such Trademark or Registered Trademark. The use of any Product
translations and derivative works under copyright law, but specifically Identity in Open Game Content does not constitute a challenge to the
excludes Product Identity. (e) “Product Identity” means product and product ownership of that Product Identity. The owner of any Product Identity
line names, logos and identifying marks including trade dress; artifacts; used in Open Game Content shall retain all rights, title and interest in and
creatures characters; stories, storylines, plots, thematic elements, dialogue, to that Product Identity.
incidents, language, artwork, symbols, designs, depictions, likenesses, 8. Identification: If you distribute Open Game Content You must clearly
formats, poses, concepts, themes and graphic, photographic and other visual indicate which portions of the work that you are distributing are Open
or audio representations; names and descriptions of characters, spells, Game Content.
enchantments, personalities, teams, personas, likenesses and special 9. Updating the License: Wizards or its designated Agents may publish
abilities; places, locations, environments, creatures, equipment, magical or updated versions of this License. You may use any authorized version of
supernatural abilities or effects, logos, symbols, or graphic designs; and any this License to copy, modify and distribute any Open Game Content
other trademark or registered trademark clearly identified as Product originally distributed under any version of this License.
identity by the owner of the Product Identity, and which specifically 10. Copy of this License: You MUST include a copy of this License
excludes the Open Game Content; (f) “Trademark” means the logos, names, with every copy of the Open Game Content You Distribute.
mark, sign, motto, designs that are used by a Contributor to identify itself or 11. Use of Contributor Credits: You may not market or advertise the
its products or the associated products contributed to the Open Game Open Game Content using the name of any Contributor unless You have
License by the Contributor (g) “Use”, “Used” or “Using” means to use, written permission from the Contributor to do so.
Distribute, copy, edit, format, modify, translate and otherwise create 12. Inability to Comply: If it is impossible for You to comply with any
Derivative Material of Open Game Content. (h) “You” or “Your” means the of the terms of this License with respect to some or all of the Open Game
licensee in terms of this agreement. Not for resale. Permission granted to Content due to statute, judicial order, or governmental regulation then
print or photocopy this document for personal use only. You may not Use any Open Game Material so affected.
2. The License: This License applies to any Open Game Content that 13. Termination: This License will terminate automatically if You fail to
contains a notice indicating that the Open Game Content may only be Used comply with all terms herein and fail to cure such breach within 30 days
under and in terms of this License. You must affix such a notice to any Open of becoming aware of the breach. All sublicenses shall survive the
Game Content that you Use. No terms may be added to or subtracted from termination of this License.
this License except as described by the License itself. No other terms or 14. Reformation: If any provision of this License is held to be
conditions may be applied to any Open Game Content distributed using this unenforceable, such provision shall be reformed only to the extent
License. necessary to make it enforceable.
3.Offer and Acceptance: By Using the Open Game Content You indicate
Your acceptance of the terms of this License. 15. COPYRIGHT NOTICE
4. Grant and Consideration: In consideration for agreeing to use this System Reference Document 5.0 Copyright 2016, Wizards of the Coast,
License, the Contributors grant You a perpetual, worldwide, royalty-free, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
non-exclusive license with the exact terms of this License to Use, the Open Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R.
Game Content. Cordell, Chris Sims, and Steve Townshend, based on original material by
5.Representation of Authority to Contribute: If You are contributing E. Gary Gygax and Dave Arneson.
original material as Open Game Content, You represent that Your

13 Surviving and fighting cold weather.

You might also like