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.