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## 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](https://www.reddit.com/user/EricJEarley) using [GM Binder](https://www.gmbinder.com/)* *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 \columnbreak Once the terms have been set, the duelists may face off. Each round of the duel follows the same procedure: 1. Selecting the Dueling Stance 2. 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.
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### 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. \columnbreak ****
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 > * [Duel of the Dragons, by PeterPrime](https://www.deviantart.com/peterprime/art/Duel-of-the-Dragons-410681812) > * [Mage Duel - Nature and Destruction, by Gjaldir](https://www.deviantart.com/gjaldir/art/Mage-Duel-Nature-and-Destruction-446708353)