Jousting
Jousting Rules
What is the Jousting Tournament?
The jousting tournament is an event that allows warriors of all types to saddle great steeds and run towards each other with lances attempting to unhorse the opponent. Going through the brackets and aim for the top spot and become the victor.
Tournament Rules & Rolls
Players must be riding a Horse or Warpony (Mule)
Centaurs can be their own horse but can not be a mount for someone else.
Druids can not be a mount for someone else.
Players must be prepared and on time to enter the stage.
No Magic Allowed
Contestants must wear provided protective gear. (Only can use Jousting AC)
Class Features may or may not be vetoed.
Rules
Each player has three Hit Points. If you lose their third Hit Point, you are unhorsed and lose. A tie results in Sudden Death.
You must earn 3 points to win the round or reduce your opponent to 0 HP.
You use your STR or DEX and proficiency for the hit roll. (attack)
You use a STR or DEX save if your AC has been hit. (unhorsing)
Each player has 3 HP (unhorsing) and want 3 Points (attacks)
You have one action, which can be spent to buy an action buff:
Aim High: A successful hit against the shoulder or head increases the Save DC by 2 for unhorsing.
Aim Low: By aiming at the center of mass of your enemy, your attack increases by 2.
Hold Steady: Keeping yourself centered, your AC increases by 2.
Motivate: You motivate your horse with an Animal Handle Check (DC 13) to gain advantage on your Attack roll or Save, called before making the roll.
Allowed Class Features/Feats:
Cavalier - Born to Saddle - Advantage on Unhorsing Roll
How to Play
1. Each contestant stands at the respective locations and faces each other on the back of a mount. This is where the action buff is picked.
2. Both emotes are posted simultaneously, declaring contestants will then ride to the middle of the field and do an attack roll (Str or Dex + Proficiency).
3. The high roll gets priority for getting resolved.
4. On a roll higher than the AC, the lance breaks and scores a point.
5. The player attacked is then forced to pass a DC 18 save or lose one of their Hit Points by being unhorsed. (if they were hit by Aim High the DC goes to 20)
If the attacker is successful in lance break but is unhorsed themselves (they lose the point they gained for this round but still loses HP.) To keep point stay on horse.
6. The first one reduced to 0 Hit Points is unhorsed and loses the match.
7. Or The first one to score three points wins. Unhorsing trumps point victory.
The announcer will handle raising the markers for the riders.
Red Trapdoor = HP Lost
Blue Trapdoor = Points Gained
Save Pass/Save Fail is related to Unhorsing.
Play by Play Examples
Phase 1: Action Player A: Aim High - (DC18 +2 - Save Increased by 2 = DC 20)
Player B: Motivate: Rolls their Animal Handle Check and succeeds.
Phase 2: Attack
Player A: rolls a 20.
Player B: rolls a 16.
Phase 3: Resolve
Player A is resolved first, due to a higher roll. They score a point for breaking.
Player B calls on his motivated horse, gaining advantage on the save against unhorsing.
Player B rolls a 19 and fails being unhorsed, losing one HP.
Player B is resolved. They score a point for breaking, but their attack glanced off the shield/armor.