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# Rules for Dueling A duel is a combat between two opposing combatants. This could be with two people shooting pistols, clashing with swords, or with magic. The main obstacle with a one-on-one combat is that it can be fun for the participant, but boring for the remainder of the players. These rules seek to make deuling fun and interactive with the entire group of players. > ### Rules of a Duel > - Duelists start 40 feet from each other > - The Challenger decides the location > - The Challenged decides the restrictions on armament. > - Outside interference during the duel is grounds for immediate loss upon the benefactor of the interference. > - Both Duelists decide upon the winning condition. ## Grit At the beginning of the duel, all combatants start with a number of Grit Dice equal to their proficiency bonus. These dice are **d6s** and can be spent to gain a number of maneuvers: - Disarming Attack - Evasive Footwork - Menacing Attack - Pushing Attack - Trip Attack ___ A combatant can only use one Grit Die per turn, and can never exceed their maximum pool of Grit dice. #### Regaining Grit In a Duel a combatant can regain Grit Dice through their allies. This is described in the *Other Player's Roles* section. ***Solo Games.*** If a player character does not have any allies that can help them, then the player and enemy regain 1 Grit Die at the start of their turns. Additionally the enemy combatant does not get Legendary Grit. ## How it Works ***Initiative.*** First each participant rolls initiative. When all participants have taken their turns, they then re-roll initiative. This continues until the end of the duel. ___ ***Using Grit.*** On the combatant's turn they can spend a grit die to use a maneuver. \columnbreak ___ ***Turns.*** Each combatant takes their turn like normal. ___ ***0 Hit Points.*** When a combatant is reduced to 0 Hit Points, if they have any remaining Grit Dice, they instead fall to 1 Hit Point, and must use all their remaining Grit Dice. The total rolled becomes Temporary Hit Points. When a combatant is reduced to 0 Hit Points and has 0 Grit Dice, they lose. ## Other Player's Roles While one player is in the duel, the remaining players aren't helpless bystandards. While they can't physically interact with the player or the enemy, there are ways for the party to help their ally from the sidelines. Following rolling initiative, on a player's turn they can use their turn to do one of the following: - Regain 1 Grit Die - Bolster - Extra Movement - Roll Saving Throw ***Bolster.*** The player rolls 1d6 + their charisma modifier (minimum of 0). The result is the number of Temporary Hit Points the combatant regains. The combatant must be conscious to receive this healing. ***Extra Movement.*** The player rolls 1d6 × 5 the result is equal to the number of feet the combatant gains to their movement until the end of their turn. ***Roll Saving Throw.*** If the player combatant is under the effect of a ability or spell, you can have them roll a saving throw, attempting to shake off the effect. ## Enemy Combatant Rules Enemy combatants have the same options as players in a duel. The difference is how they gain help outside their turn. Rather than trying to decide how many allies an enemy combatant has, they have Legendary Grit. #### Legendary Grit An enemy combatant can take a certain number of special grit actions outside its turn. Only one legendary grit action option can be used at a time and only at the end of another creature's turn. The enemy combatant regains its spent legendary git actions at the start of the round. These actions are the same as the ones available to the other players outside of the duel. > The number of times the enemy combatant can use their legendary grit is equal to: > ___ > **CR / number of player allies** (rounded up) \pagebreakNum # Dueling with Spellcasters A duel between spellcasters is no more different than a regular duel between melee combatants. Spells unlike a sword can have more effects than just losing Hit Points on a hit. As such spellcasters need their own set of bonuses and actions when they are dueling. Also there is a new rule added to dueling. **The use of Subtle Spell is an immediate loss for the user.** #### Grit for Spellcasters The number of Grit Dice remains the same. What they can spend it on however is different. - Precision Attack - Wit - Endurance ___ ***Precision Attack.*** When you make a spell attack roll against a creature, you can expend one grit die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. ___ ***Wit.*** You gain 1d6 bonus to your next initiative roll. ___ ***Endurance.*** You gain 1d6 bonus to your next check to maintain concentration. This bonus can stack up to 3d6. ## How it Works A duel between spellcasters happens the same as the a regular duel. They roll initiative, have Grit, take there turn like in a non magical duel. The exception is that combatants gain a special reaction to counter spells. ### Arcane Counter Each combatant in the duel can make a special reaction once per round called an **Arcane Counter**. > As a reaction to a spell, you can make an *Spell Attack* roll against the enemy combatant's *Spell Save DC*. On a success you identify the spell being cast, gain a +2 bonus to your saving throw against the spell, and can attempt an Arcane Counter as part of the same reaction. On a failure the spell happens as normal and you are unable to counter it. > > You expend a spell slot, and if the level of the expended slot is lower than that of the spell you are attempting to counter. You must make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect. #### Why Not just Use Counterspell? While Counterspell is a great spell for combat in D&D it is a poor spell for Dueling. Becasue if a wizard casts lightning bolt, then the sorcerer casts counterspell, and then the wizard counterspells the counterspell, alowing their spell to act normally. Effectivly all that's been changed is more spell slots have been expened with little benefit to the sorcerer in this senario. The **Arcane Counter** gives the opposing spellcaster a real chance to actually counter the spell. Additonally this allows spellcasting classes like *Clerics* and *Druids* to participate in a magic duel without all their spells being countered by a wizard with counterspell.