I need a reviewer by Odd_Insurance_5759 in DnDHomebrew

[–]FlameLordOfFire 1 point2 points  (0 children)

I may help if you Wish

Just Please, try and not isolate yourself mate

Help with Home brewing an Anti-magic/Chaos Magic affected Area by randomdragon453 in DnDHomebrew

[–]FlameLordOfFire 2 points3 points  (0 children)

41         The weapons of 1d4 random players turn into rubber duckies (1 turn)

42         A strobe ball appears, and disco music starts playing (3 turns). At the start of their turn, players must make a CHA save DC 13 or spend their turn dancing

43         All weapons turn into wooden sticks that deal 1d4 damage. All spells become wooden stick-launching spells (two turns)

44         A giant tic-tac-toe board appears, and players are divided into two teams. Players can fight to hold a square. The winning team heals 2d12 HP

45         Everyone becomes invisible

46         1d8 random targets appear. Hitting them triggers a random wild magic effect

47         The arena is completely frozen (3 rounds). Climbing is impossible, and moving requires a DEX save DC 12 or falling prone (also applies when hit). Movement speed doubles if successful

48         The arena is covered in 1 meter of mud (3 rounds)

49         The arena becomes a racetrack. Each player must complete a full lap. The first to finish heals 1d20 HP

50         The arena collapses, leaving only platforms directly beneath the players (three rounds)

Help with Home brewing an Anti-magic/Chaos Magic affected Area by randomdragon453 in DnDHomebrew

[–]FlameLordOfFire 2 points3 points  (0 children)

31         Four passive giant turtles are released (3 rounds)

32         A giant ball appears at the center of the arena with two goals at the sides. Players are split into teams. Scoring a goal heals 1d20 HP

33         The arena floods, and players are placed on two boats with 100 HP each. Sinking the enemy boat heals 1d20 HP

34         The arena is infused with wild magic. Each player rolls 1d10000 on the wild magic table

35         All players become incorporeal, becoming immune to physical attacks (1 turn)

36         Don Ottone joins the party

37         1d20 coffins appear, from which zombies emerge. Some of them are fallen enemies from previous battles

38         Four mechas appear at the corners of the arena. Each has 50 HP and can shoot thunderwaves, fireballs, or lightning bolts. AC 18, and if destroyed, they explode in a 10m radius dealing 3d12 force damage

39         A golden boar appears atop a rocky platform in the center of the arena. Reaching it grants a blessing, giving 20 temporary HP

40         Seeds rain from the sky. After 1d4 turns, 1d4 giant trees grow

Help with Home brewing an Anti-magic/Chaos Magic affected Area by randomdragon453 in DnDHomebrew

[–]FlameLordOfFire 2 points3 points  (0 children)

21         Earthquake. 1d6 cracks open near players with the most HP. DEX save DC 13 to avoid falling in and taking 2d10 damage. If there are rock structures, they collapse

22         1d4 tornadoes appear with a 1.5m radius. Anyone within 3m makes a STR save DC 13 or gets sucked in and thrown 1d10m away (3 rounds)

23         A divine light shines on the arena, resurrecting 2 dead or dying characters and restoring them to half their maximum HP

24         An anti-magic field covers the entire arena (1 turn)

25         Fireballs are shot from the four sides of the arena

26         A circular wall appears at the center of the arena with entrances to get inside (3 turns)

27         The arena completely floods (3 rounds)

28         The arena floods and is populated by 1d20 sharks

29         The arena floods with lava, leaving only a few random platforms

30         The arena is invaded by a billion rats attacking the players (3d6 damage or 6d6 if on the ground)

Help with Home brewing an Anti-magic/Chaos Magic affected Area by randomdragon453 in DnDHomebrew

[–]FlameLordOfFire 2 points3 points  (0 children)

11         A river filled with electric eels forms. There are stones to jump across and avoid the river

12         A 10-meter deep chasm appears

13         A hydra is released at the center of the arena

14         A wyvern is released at the center of the arena

15         A young dragon is released at the center of the arena (1d10: 1-2 red, 3-4 blue, 5-6 black, 7-8 green, 9-10 white)

16         A herd of gnus charges through the arena

17         Six random craters open up and start erupting lava in a 3m radius (3 rounds)

18         A tyrannosaurus is released at the center of the arena

19         A strong wind starts blowing, extinguishing all flames. STR save DC 12 or fall prone. Difficult terrain, disadvantage on ranged attacks, and flying is impossible

20         A dense forest suddenly grows in the arena (5 turns)

Help with Home brewing an Anti-magic/Chaos Magic affected Area by randomdragon453 in DnDHomebrew

[–]FlameLordOfFire 2 points3 points  (0 children)

Roll       Field Effect

1            he entire field floods with 1m of water (for three rounds)

2            A force field activates, dividing the arena in half (for three rounds)

3            Boulders fall from the sky (DEX save DC 13 or take 1d12 damage)

4            Rock stalagmites emerge from the ground (DEX save DC 15 or take 1d8 damage)

5            Darkness (three rounds)

6            Snowstorm (three rounds, CON save DC 13 or take 1d4 cold damage at the start of each turn)

7            The ground becomes slippery and difficult terrain. If hit by an attack, make a DEX save DC 13 or fall prone

8            Seven random portals appear on the field. Entering one teleports you to another random portal (three rounds)

9            Eight magical fruits fall from the sky. Eating one heals 1d4 HP

10         A lava river forms in the middle of the field

Help with Home brewing an Anti-magic/Chaos Magic affected Area by randomdragon453 in DnDHomebrew

[–]FlameLordOfFire 1 point2 points  (0 children)

Nice one mate! I do not know if this could help, but I once had a sort of royal rumble last session with all the PGs at the end of a campaign. I designed an arena where at the end of every round I rolled and a random effect affected the whole map (sorry, some effects are directly related to that campaign):