Dueling Lite
Version 0.2
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 2020/08/17
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.
Preparing for a 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 the opponent is the victor
- First blood: The first to defeat their opponent's Dueling Check by 10 or more is the victor
Once the terms have been set, the duelists may face off. Each round of the duel follows the same procedure:
- Selecting the Dueling Stance
- Facing Off
Selecting your Dueling Stance
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.
Stance | Ability | Effective Against | Countered By |
---|---|---|---|
Attack | Strength | Feint | Defend |
Feint | Dexterity | Defend | Attack |
Defend | Constitution | Attack | Feint |
Facing Off
You reveal your chosen stance at the start of each round. Make a Dueling Check consisting of an ability check for your chosen stance's primary skill.
If your stance is effective against your opponent's stance, add your proficiency bonus to your Dueling Check.
The duelist with the highest Dueling Check wins that round of the duel and is awarded one point. Duelists then reset and begin the next round of the duel anew.
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.
To participate in a magic duel, you must have the Spellcasting or Pact Magic class ability.
Selecting your Dueling Stance
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 direct the changes you make to 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 evocation, but deliver another.
The Misdirect stance is effective against Reflecting opponents, but is countered by Instinctual opponents. It relies primarily on Charisma.
Stance | Ability | Effective Against | Countered By |
---|---|---|---|
Reflect | Intelligence | Instinct | Misdirect |
Instinct | Wisdom | Misdirect | Reflect |
Misdirect | Charisma | Reflect | Instinct |
Facing Off
You reveal your chosen stance at the start of each round. Make a Dueling Check consisting of an ability check for your chosen stance's primary skill.
If your stance is effective against your opponent's stance, add your proficiency bonus to your Dueling Check.
The duelist with the highest Dueling Check wins that round of the duel and is awarded one point. Duelists then reset and begin the next round of the duel anew.
Variant Rules
Proficiency Dice
You can opt to use proficiency dice instead of proficiency bonus. If your stance is effective against your opponent's stance, roll a proficiency die and add the outcome to your Dueling Check:
Level | Proficiency Bonus | Proficiency Die |
---|---|---|
1st - 4th | +2 | 1d4 |
5th - 8th | +3 | 1d6 |
9th - 12th | +4 | 1d8 |
13th - 16th | +5 | 1d10 |
17th - 20th | +6 | 1d12 |
Monastic Training
Due to their unique training, monks can use Dexterity for all stances in martial duels.
Art Credits