Hunger games effects in arena (d20)

d20 Result

1

A red rain pours across the arena, causing mild confusion and despair. All wisdom-related checks and saves have a disadvantage until the next dawn.

2

All tributes receive a mark that beams into the sky like a beacon. Stealth checks have a disadvantage until the next morning, and tributes can be seen from a great distance.

3

Strange echoing roars shake the terrain. Tributes must succeed on a DC 13 Wisdom save or take 1 level of exhaustion from fear. And roll on the Fear Table

4

No natural light reaches the arena. Even magical light is dimmed. Until sunrise darkvision does not work and torches give only 5 ft of dim light.

5

Dead tributes’ spirits briefly rise haunting the arena and imposing a -2 penalty on all attack rolls.

6

Nightfall brings a sudden curse of weakness; all damage dealt is halved until the next morning. Roll on the Fear table

7

Every tribute’s pack has a different inventory, switch inventories with the player on your right

8

A giant crimson moon fills the sky. All attacks deal +1 damage for the next day, but healing magic is halved.

9

A toxic rain falls over the land. Those without cover must succeed on a DC 15 Con save or start the next day poisoned.

10

Nightmares take over your sleep, take one level of exhaustion and roll on the Fear table

11

Floodlights activate in the trees. For the next day, everyone in forested areas is under constant dim light, removing all stealth bonuses. And creating disadvantage in forest areas

12

All water sources turn brackish and undrinkable. Waterskins are safe. Those without water must find alternative hydration or take 1 level of exhaustion.

13

Gamemakers' voice speaks from the sky: “Let’s raise the stakes.” The next tribute to make a kill gains a random powerful magical item.

14

No magic works. None. Until dawn, the arena is a dead magic zone. All spells, enchanted weapons, and magical items go inert.

15

Capitol holograms show loved ones begging them to give up. Each tribute makes a DC 16 Wisdom save or roll on the Fear table

16

All food decays in 4 hours. Ration Packs, Goodberries, and found fruit rot into mush. Tributes must forage or starve.

17

Weapons become cursed with illusions. DC 13 Int save or your weapon appears to you as a loved one each time you draw it. Attacks against humanoids are at disadvantage. Roll on the Fear table

18

Tribute’s blood now glows faintly. Anyone injured leaves a trail. Stealth is nearly impossible while wounded.

19

The walls are closing in, the arena has now become smaller then before (draw a new circle) tributes outside the circle will be pushed to the edge of the new circle

20

Gravity pulses. At dawn, everyone must make a DC 14 Dex save or fall prone. Climbing and jumping checks are at disadvantage for the next 12 hours.

Subcharts

Fear table (d20)

d20 Result

1

You’re buried alive in your dreams. Wake up gasping. Gain 1 level of exhaustion.

2

You hear your district partner screaming, but can’t find them. Disadvantage on all Insight and Perception checks until next dawn.

3

Your family is watching. Judging. Crying. Roll a DC 13 Charisma save or gain the flaw: “I must prove I deserve to survive.” until the next day.

4

Your mouth vanishes in your reflection. You cannot speak coherently or cast spells with verbal components until you pass a DC 15 Charisma save (1/ each hour until next dawn).

5

A shadow stalks you. For the next day, you think someone is always watching. Disadvantage on Stealth and long rests cannot reduce exhaustion.

6

You relive your Reaping. Gain the condition "Frightened" for the first combat of the next day.

7

Every tree has eyes. Roll a DC 14 Intelligence save or become Paranoid. You waste time double-checking everything, halving movement speed for 1 hour.

8

You think your weapon is cursed. Make a DC 15 Wisdom save or refuse to use your best weapon for the next day.

9

You hear a cannon, but no death appears. You must succeed a DC 14 Wisdom save or assume someone faked their death and become obsessed with finding them.

10

You dream of being hunted by mutts. Disadvantage on Perception checks until the next dawn due to being afraid of them stalking you.

11

Your skin feels like it’s crawling. Make a DC 14 Constitution save or be unable to wear armour/clothing for 4 hours.

12

You hear the anthem in reverse. You become Delirious. For 1 hour, you trust no one and attack if touched.

13

You awaken and everything is normal… but your hands are not your own. Auto-fail next saving throw due to lingering shock.

14

You believe you’re the only one left. If failed DC 13 Charisma save, you gain disadvantage on all team-related rolls or Aid actions for the day.

15

You're back in the Capitol. The crowd is cheering for your death. DC 15 Wisdom save or you take disadvantage on death saves until your next long rest.

16

You believe you've already died and are haunting the arena. Until you take damage, you cannot willingly use healing items or hide.

17

Your hands feel like they're not attached to you. Roll a DC 13 Constitution save or suffer disadvantage on attack rolls for the next day.

18

You dream of turning into a muttation. DC 14 Wisdom save or believe it’s real, gaining disadvantage on saving throws against charm/fear until cured.

19

You’re absolutely convinced you’re in a play. You monologue uncontrollably whenever you do something, explaining what you are planning

20

You’re constantly hungry, no matter how much you eat.