
Objective
Unhorse your opponent before they unhorse you.
The match ends when one jouster is unhorsed or after three rounds, which results in a draw if no one falls.
Equipment
Lance: 1d12 damage, uses Strength for attack and damage rolls. (Lances are destroyed when they hit and replaced each pass.)
Shield: +2 AC if proficient in Shields.
Armor/AC: Base AC applies as normal.
Maneuvers
On each pass, a jouster chooses one maneuver:
Maneuver | Effect |
|---|---|
Regular | No bonuses or penalties |
Aggressive | +3 attack, -3 AC |
Defensive | -3 attack, +3 AC |
Braced | -3 attack, +3 to Animal Handling (Brace check) |
High in Saddle | +3 attack, -3 to Animal Handling (Brace check) |
Initiatives
Both jousters roll attacks simultaneously, so there is no initiative in this minigame.
It is possible for both jousters to unhorse each other in the same pass, causing a draw.
Attack Roll
Roll a standard attack with your lance against your opponent’s AC (applying any maneuver modifiers).
If the attack hits, roll damage as usual.
Brace Check
If hit, the jouster must make an Animal Handling check to remain mounted.
DC = damage dealt (Minimum of DC 5)
Apply any maneuver modifiers to the check.
Failure: The jouster is unhorsed and loses the match.
Success: The jouster remains mounted and the match continues.
Passes
Each round consists of one pass per jouster.
A new lance is provided each pass.
After three rounds, if neither jouster has been unhorsed, the match ends in a draw.
Additional Notes
A missed attack does not require a brace check from their opponent.
In the case of a simultaneous unhorse, the match is a draw.