Woot! The Kickstarter campaign for 5TDM: 5th Edition Team Deathmatch just hit its first stretch goal! To celebrate, here’s another of my home-brew arenas: Wind Tunnel. Like my previous arena, Bigby’s Gauntlet, this map doesn’t have a lot of bells and whistles. But arenas don’t need a lot of features, so long as they ones they do have are turned up to 11!

Wind Tunnel

Razor-sharp adamantine fan blades spin with impossible speed at the ends of this gore-caked hallway. Get ready to be blown away.

Respawn. If you start your turn dead, dying, or begin your first turn of the match, you may regain all hit points and hit dice, remove all failed death saves and conditions, refresh any abilities as if you had taken a short rest, and teleport to a random (d4) Respawn Point. If another creature occupies that Respawn Point, that creature dies. If you were dying, you die before you respawn.

Teleportation Archway. If you move onto a Respawn Point, teleport to a random (d4) Respawn Point. If another creature occupies the destination Respawn Point, that creature dies. Entering a Respawn Point in this way costs an additional 10 ft. (2 squares) of movement.

Forced Teleportation. If a creature moves onto a Respawn Point during your turn, teleport that creature to a random (d4) Respawn Point. If another creature occupies the teleport destination, that creature dies.

Killing Spree. If you reduce 2 or more enemies with at least 1 hit point each to 0 hit points or fewer on a single turn, immediately gain one of the following:

Take another action (as per the fighter’s Action Surge class feature)

Regain all ki points, bardic inspiration, and rages

Regain your lowest level expended spell slot

Humiliation. A creature rolling a natural 1 on an attack roll or saving throw is knocked prone immediately after the attack roll or saving throw is resolved.

Critical Hit. Whenever you score a critical hit, you can knock the target prone, if you choose.

Adamantine Fan Blades. A creature that enters a space occupied by the adamantine fan blades is reduced to a fine, red mist and dies. An item that enters a space occupied by the fan blades is destroyed. Not even the gods can stop the blades from spinning.

Wind Speed. High-velocity winds blow through the tunnel in the direction indicated by the Direction Rune (see below). The strength of these winds is W, where W = the current round of the match (W = 1 during the first round, W = 2 during the second, and so on).

Wind speed has a number of effects:

Movement: Moving against the wind costs W squares for each square moved (no change during the first round, 2 squares during the second, etc.).

Moving against the wind costs squares for each square moved (no change during the first round, 2 squares during the second, etc.). Missile Attacks: Ranged weapon attacks made against the wind take a penalty to damage rolls equal to W . Ranged weapon attacks made with the wind gain a bonus to damage rolls equal to W .

Ranged weapon attacks made against the wind take a penalty to damage rolls equal to . Ranged weapon attacks made with the wind gain a bonus to damage rolls equal to . Falling Prone: Whenever a creature falls prone, it first moves W squares in a straight line in the direction of the wind. The creature’s movement stops if it would enter a square occupied by another creature, and the other creature must make a successful DC 13 Strength saving throw or fall prone. A creature that enters a Respawn Point in this way teleports to a random (d4) Respawn Point and stops moving.

Direction Rune. An arrow-shaped rune glows in the center of the tunnel. The rune indicates the wind’s current direction (from east to west or west to east). A creature that occupies the rune’s space can use a bonus action to reverse the wind’s direction.

Gore Puddles. Puddles of blood and viscera cover the tunnel’s floor. A creature that enters or ends its turn in a gore puddle must make a successful DC 13 Dexterity saving throw or fall prone.

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