The Grand Tournament
Welcome, Champions
Gold and glory await those with the muscles, magic, and wit to claim it as their own. Compete in a series of nonlethal, organised matches to show the town that you are a true Champion of the Grand Tournament!
The Grand Tournament is, at its heart, a way for players to get a taste of D&D 5e between sessions. It can be run as a downtime activity during a campaign, as a standalone event outside a campaign, or a repeated challenge throughout a longer adventure. Perhaps you don't have the time to sit in for a full session, your next session is too far away, you're not currently in a campaign, or you simply want a change of pace. In any case, grab your dice and sign up!
Events
The Grand Tournament holds four main events:
- Martial Bouts
- Mazerunner Races
- Puzzle Rooms
- Wandslinging Duels
Each of these events involve various nonlethal forms of magical, martial, and mental challenges in an organised setting with predetermined matches. If you want to introduce competitive fighting in a battle-to-the-death situation, feel free to utilise the standard combat rules outside of the Grand Tournament to that sort of activity.
During each event, the competitors must make a series of contested skill checks against each other. These checks vary in type between the four main events, but for all events, a big part of the challenge lies in the unknown nature of a character's opponents and their capabilities.
The Judges
Each Grand Tournament is overseen by one or more Judges. A Judge is responsible for coordinating, watching, and refereeing each event as appropriate, and a Judge has final say on any questions about rulings or circumstances during an event they are running.
Resources
Taking part in an event during the Grand Tournament requires one workweek of effort from a character.
Rewards
At the end of an event, each competitor is awarded gold based on the number of successes they achieved during the event. These successes also count toward the number of successes a character must accumulate to gain Glory. Consult the Event Results table to determine each character's rewards.
Event Results
| Result | Value |
|---|---|
| 0 successes | Lose your bouts, earn nothing. |
| 1 success | Win 50 gp + 1 Glory die x 10 gp. |
| 2 successes | Win 100 gp + 2 Glory dice x 10 gp. |
| 3 successes | Win 200 gp + 3 Glory dice x 10 gp. |
Entering The Tournament
When you enter the Grand Tournament, you can choose to enter as your own character or pick from a selection of Non-Player Character Champions.
Non-Player Character Champions
In the lead up to the Grand Tournament, Champions from all races, classes, and walks of life flock to town. You'll find them everywhere from temples to taverns, and each one is keen to flex their unique set of skills and abilities to claim their fair share of gold and glory.
You may hire one of these Champions to represent you (or your Player Character) in the Grand Tournament. Or, in the case of a Grand Tournament outside of a campaign setting or one without Player Characters, you can simply pick a Champion and play as them in the Tournament.
Tiers of Glory
As you compete in Tournaments, you can advance in Tiers of Glory. With more Glory you can earn more money, but also will face, on average, tougher opponents. You start at the Copper tier and work your way up to Platinum.
| Tier | Glory Die | Champion Boon |
|---|---|---|
| Copper | d4 | +0 |
| Silver | d6 | +1 |
| Electrum | d8 | +2 |
| Gold | d10 | +3 |
| Platinum | d12 | +4 |
You can only compete in a Tournament up to 1 level below where you currently are (Electrum Champions can compete in Electrum or Silver tier tournaments, but are too accomplished to participate in Copper).
Champion Boons
As you gain Tiers of Glory, you also gain a Champion Boon modifier. This modifier is applied to all of your rolls in Grand Tournament Events, and gives you an edge over your opponent.
Gaining Glory
In order to advance through the Tiers of Glory, you must accumulate successes from events. Once you have accumulated ten successes, you qualify to attend a tournament where you can compete to advance to the next Tier of Glory in a competitive circuit. These tournaments require one week of downtime and follow the same rules as standard events (choose which one you are competing in) with the following results for the number of successes achieved:
| Successes | Result |
|---|---|
| 0 successes | You perform poorly and must accumulate 10 more successes before you can compete again. |
| 1 success | You do not place—win no money, lose no money. You can compete the next time a tournament is held. |
| 2 successes | You compete well enough to advance one Tier, but win no money. |
| 3 successes | Congratulations—you progress in the competitive circuit! Not only do you advance to the next Tier of Glory, but you also win a number of gp equal to your Glory Die (from your old Tier) x 100. (This is also a great time for DMs to implement a Rival or Sponsor/Patron.) |
Something to keep in mind: Tournaments may not be held every day, or even every week. The more Glory you have, the less often you will find a High Tier Tournament suitable for you. Copper Tier Tournaments may be held once a month across the land, but there might only be one Platinum Tournament a year.
Event: Martial Bouts
Martial Bouts include boxing, wrestling, and other forms of martial combat. Strength, durability, and mental fortitude all factor into these matches, and while more often than not the toughest combatant rises victorious, there is a place for agile, cunning Champions here, too.
Resolution
Each character involved in a Martial Bout must make a series of contested skill checks against their opponent. A big part of the challenge in Martial Bouts lies in the unknown nature of a character's opponents. What weaponry do they use? What fighting style have they practiced in? Are they tougher than they look?
The character makes three contested skill checks against their opponent:
- A Strength (Athletics) check
- A Dexterity (Acrobatics) check
- A special Constitution check that has a bonus equal to a roll of the character's largest Hit Die (this roll doesn't spend that die)
If desired, the character can replace one of these skill checks with an attack roll using one of the character's weapons or signature abilities.
Event: Mazerunner Races
Mazerunner Races involve competitors racing through a dangerous temple maze full of traps and creatures to be the first to retrieve a sacred gemstone. Endurance, stealth, and wits will help competitors in this event, and rumours say that some competitors have seen the walls themselves switch places...
Resolution
Each character involved in a Mazerunner Race must make a series of contested skill checks against their opponent. A big part of the challenge in Martial Bouts lies in the unknown nature of a character's opponent and the dangers of the maze itself. What creatures lie in wait? How will I get past those traps? Has my opponent made it to the end yet?
The character makes three contested skill checks against their opponent:
- A Wisdom (Survival) check to keep your bearings as you try to navigate the maze
- A Strength (Athletics), Dexterity (Stealth), Charisma (Intimidation), or Wisdom (Animal Handling) check to make it safely past some of the creatures and traps that guard the sacred gemstones
- A Constitution saving throw (contested against your opponent's roll) to keep your composure as you race out of the maze, gemstone in hand
If the character has proficiency with an appropriate tool kit, that tool proficiency can replace the relevant skill in any of the checks.
Event: Puzzle Rooms
Puzzle Rooms involve characters being locked inside warded trick rooms from which they must escape. A character's Intelligence, Wisdom, and problem solving ability will be tested in this event, and the first to escape their Puzzle Room wins.
Resolution
Each character involved in a Puzzle Room must make a series of contested skill checks against their opponent. A big part of the challenge in Martial Bouts lies in the unknown nature of a character's opponents. What skills can they draw on to solve these puzzles? How much common sense do they have? Do they have any tricks up their sleeves?
The character makes three contested skill checks against their opponent:
- An Intelligence (Arcana), Intelligence (History), or Intelligence (Investigation) check to discern the room's secrets
- A Wisdom (Insight) check to see if you can put the clues together before your opponent
- A special Dexterity (Sleight of Hand) check that has a bonus equal to the character's Initiative Bonus to get an edge on solving the puzzle
If desired, the character can replace one of these skill checks with their passive Perception score.
Event: Wandslinging Duels
Wandslinging is more than just two individuals throwing spells at each other until one falls. Accuracy, nimbleness, adaptability, terrain and reading your opponent all factor into it. To enter, a character requires a wand and the ability to cast an offensive spell.
Resolution
Each character involved in a Wandslinging Duel must make a series of contested skill checks against their opponent. A big part of the challenge of Wandslinging Duels lies in the unknown nature of a character's opponents. What magic have they prepared? What spells do they favor? Have they trained under a master?
The character makes three contested skill checks against their opponent:
- A Spell Attack roll to see how accurate you are
- A Strength (Athletics) or Dexterity (Acrobatics) check to see how nimble and hard to hit you will be
- A Charisma (Intimidation), Charisma (Deception), Intelligence (Investigation), Wisdom (Insight), or Dexterity (Sleight of Hand) check to read your opponent, prevent them from reading you, or trick them in some way
If desired, the character can cast a prepared spell in place of one of these skill checks (provided that you can explain the reasoning to the Judges) for an automatic success. For example, you could cast magic missile instead of making a Spell Attack roll; or cast blur or mirror image instead of your Strength (Athletics) or Dexterity (Acrobatics) check. These are to be determined on a case-by-case basis with the Judges, as some advanced opponents might have access to shield or magic missile themselves and counter a spell cast, meaning you would still be required to perform the roll.
Original Wandslinger Dueling Downtime Rules created by /u/Bluesamurai33 and posted on Reddit on Feb 14, 2019.