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Community
General Tabletop Discussion
*TTRPGs General
100 Simple flavorful battlefield effects
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<blockquote data-quote="Wik" data-source="post: 5145150" data-attributes="member: 40177"><p>17) You're fighting on holy ground! Anyone using a radiant attack gets a +2 bonus to damage rolls; necrotic attacks suffer a -1 penalty to attack rolls.</p><p></p><p>18) The land is inhabited by fell, necromantic spirits. Once per round, a random combatant (friend or foe) is grasped by buried hands that hold the legs. Each round, one random creature is grasped by these claws (immobilized until end of round). A grasped character can end the condition by pulling free (10 damage heroic, 20 paragon, 30 epic). </p><p></p><p>19) A cool breeze blows over the battlefield, refreshing those who stop to catch their breath. Anyone spending a second wind heals an additional 1d6 hit points (2d6 if lvl 16+). </p><p></p><p>20) Zombies! Anyone who dies on the battlefield comes back as a minion-level zombie. Brains! BRAINS!</p><p></p><p>21) Lots of Sharp Stuff. Battlefields are littered with abandoned weapons, arrows, and the like. Forced movement deals 1 point of damage per square of forced movement. Anyone knocked prone takes 5 damage. This damage can not kill minions.</p><p></p><p>22) Sign of the Gods. There's some portent that spells certain victory... though which side that may be remains unknown. Both sides are sure the sign applies to them, of course. On the battlefield, each character heals an additional 2 hit points (4 paragon, 6 epic) whenever they spend a healing surge. If a creature cannot spend healing surges, it instead gains a +2 bonus on all saving throws.</p></blockquote><p></p>
[QUOTE="Wik, post: 5145150, member: 40177"] 17) You're fighting on holy ground! Anyone using a radiant attack gets a +2 bonus to damage rolls; necrotic attacks suffer a -1 penalty to attack rolls. 18) The land is inhabited by fell, necromantic spirits. Once per round, a random combatant (friend or foe) is grasped by buried hands that hold the legs. Each round, one random creature is grasped by these claws (immobilized until end of round). A grasped character can end the condition by pulling free (10 damage heroic, 20 paragon, 30 epic). 19) A cool breeze blows over the battlefield, refreshing those who stop to catch their breath. Anyone spending a second wind heals an additional 1d6 hit points (2d6 if lvl 16+). 20) Zombies! Anyone who dies on the battlefield comes back as a minion-level zombie. Brains! BRAINS! 21) Lots of Sharp Stuff. Battlefields are littered with abandoned weapons, arrows, and the like. Forced movement deals 1 point of damage per square of forced movement. Anyone knocked prone takes 5 damage. This damage can not kill minions. 22) Sign of the Gods. There's some portent that spells certain victory... though which side that may be remains unknown. Both sides are sure the sign applies to them, of course. On the battlefield, each character heals an additional 2 hit points (4 paragon, 6 epic) whenever they spend a healing surge. If a creature cannot spend healing surges, it instead gains a +2 bonus on all saving throws. [/QUOTE]
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100 Simple flavorful battlefield effects
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