# During Travel
**Conditions.** A creature exposed to the Extreme Cold must succeed on a DC 10 CON saving throw at the end of each hour or gain 1 [[Exhaustion]] level.
A creature that fails the saving throw by 5 or more gains a [[Freeze Injury]].
**Resting In Extreme Cold.** A creature that takes a [[Short Rest|Short]] or [[Long Rest]] while exposed to [[Extreme Cold]] cannot recover [[Hit Point Dice]] and cannot expend Hit Dice to restore their [[HP]].
# During Combat
**Taking Cold Damage In Combat.** Whenever a creature takes Cold damage while exposed to Extreme Cold, it must make a saving throw against [[Extreme Cold]], this save can only happen once per turn.
# Other Details
**Remove Exhaustion Levels.** A creature can remove one Exhaustion level it gained from being exposed to [[Extreme Cold]] by finishing a [[Short Rest]] and succeeding on a DC 10 CON Saving Throw at the end of the [[Short Rest]]. A creature has [[Advantage]] on this saving throw if it spent the [[Short Rest]] near a source of heat.
**Automatic Success.** Creatures with [[Resistance]] or [[Immunity]] to Cold damage automatically succeed on the save, as do creatures that are naturally adapted to living in the arctic.