Dueling Lite
Version 0.3
Dueling Lite is a lightweight ruleset for use in D&D 5e campaigns featuring two-person duels. The intent is to provide a simple framework for martial and arcane duels between characters while also allowing for some degree of strategy.
Created by Eric J. Earley using GM Binder
Last updated 2020/08/21
The Art of the Duel
Adventurers unfamiliar with the noble art of dueling may at first mistake it for combat. However, a proper duel is no tavern fisticuffs, no brutish brawl. It is a refined sport, one which balances physical prowess and martial training with strategy and insight.
Whereas battlefield combatants seeks to incapacitate one another, duelists seek to simply make contact with their weapon, but restrain themselves from severely injuring the other. They rely on a code of honor to gracefully admit the loss of a round.
Terms of the Duel
When two people agree to a duel, they first set the terms (and wager) of the competition. Common terms include:
- Score: The first to earn a set number of points is the victor
- Tournament: The first to earn a set number of points more than their opponent is the victor
- First blood: The first to defeat their opponent's Dueling Check by 10 or more is the victor
The Martial Duel
When mention of a duel arises, it is the martial duel which typically comes to mind. Knights with halberds, monks with quarterstaves, and nobles with rapiers - all fall within the realm of the martial duel.
Selecting your Dueling Stance
Stance | Ability | Effective Against | Countered By |
---|---|---|---|
Attack | Strength | Feint | Defend |
Feint | Dexterity | Defend | Attack |
Defend | Constitution | Attack | Feint |
Attack (STR)
In the Attack stance, you take an offense approach to the duel, advancing with a series of rapid consecutive blows.
The Attack stance is effective against Feinting opponents, but is countered by Defending opponents. It relies primarily on Strength.
Feint (DEX)
In the Feint stance, you rely on mobility and misdirection, circumventing your opponent's defenses.
The Feint stance is effective against Defending opponents, but is countered by Attacking opponents. It relies primarily on Dexterity.
Defend (CON)
In the Defend stance, you fall back into a defensive stance, attempting to block or parry incoming attacks.
The Defend stance is effective against Attacking opponents, but is countered by Feinting opponents. It relies primarily on Constitution.
Facing Off
You reveal your chosen stance at the start of each round. Make a Dueling Check comprising the relevant ability check and your proficiency bonus.
If your stance is effective against your opponent's stance, you have advantage on your Dueling Check.
The duelist with the highest Dueling Check wins that round of the duel and is awarded one point. The duel then continues until a victor emerges.
The Magic Duel
Although the art of dueling traditionally involves sword and shield, those touched by the Weave have adapted the noble art to magic spells. These duels have served as common ground of respect and honor between widely different practitioners of magic, from learned skalds to devout templars to prodigious magi.
To participate in a magic duel, you must have the Spellcasting or Pact Magic class ability.
Selecting your Dueling Stance
Stance | Ability | Effective Against | Countered By |
---|---|---|---|
Reflect | Intelligence | Instinct | Misdirect |
Instinct | Wisdom | Misdirect | Reflect |
Misdirect | Charisma | Reflect | Instinct |
Reflect (INT)
In the Reflect stance, you aim to redirect your opponent's magic against them.
The Reflect stance is effective against Instinctual opponents, but is countered by Misdirecting opponents. It relies primarily on Intelligence.
Instinct (WIS)
In the Instinct stance, you rely on your intuition to guide how you modulate your magical power.
The Instinct stance is effective against Misdirecting opponents, but is countered by Reflecting opponents. It relies primarily on Wisdom.
Misdirect (CHA)
In the Misdirect stance, you trick your opponent to anticipate one incantation, but deliver another.
The Misdirect stance is effective against Reflecting opponents, but is countered by Instinctual opponents. It relies primarily on Charisma.
Facing Off
You reveal your chosen stance at the start of each round. Make a Dueling Check comprising the relevant ability check and your proficiency bonus.
If your stance is effective against your opponent's stance, you have advantage on your Dueling Check.
The duelist with the highest Dueling Check wins that round of the duel and is awarded one point. The duel then continues until a victor emerges.
Variant Rules
Monastic Training
Due to their unique training, monks can use Wisdom for all stances in martial duels.
Alternate Dueling Rules
For DMs interested in a different dueling experience, consider the following rulesets:
- Code Duello - Asoulliard
- Single Combat Rules in 5e - Refoundmyth
- Duels - Pathfinder: Ultimate Combat
Art Credits
Dueling
Lite
Dueling Lite is a lightweight ruleset for use in D&D 5e campaigns featuring two-person duels. The intent is to provide a simple framework for martial and arcane duels between characters while also allowing for some degree of strategy.
For more entries in the Homebrew Lite series, check out: