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Dueling Maneuvers

Dueling Maneuvers

Dueling Maneuvers

Without the need to focus on multiple combatants, participants in a duel can perform context-specific maneuvers called dueling maneuvers. Mechanically, they are considered to be basic maneuvers, both in duel action cost and that any creature can use them. However, they can only be performed in the context of a one-on-one fight. Included in each listing is the maneuver’s name, what kind of action is required to perform it, and any prerequisites. Some entries also include a saving throw.

More Than Strength and Speed. Unlike standard basic maneuvers and combat maneuvers, some dueling maneuvers utilize alternative ability scores, which are listed in its entry. In this case, your maneuver DC, basic melee damage, saving throws , and the like would be calculated with the specified ability score modifier. If more than one ability is listed, you can choose which to use.

Additional Exertion. When using a dueling maneuver, you can expend a point of exertion to increase your maneuver DC by 1.

Multiple Reactions. When using dueling maneuvers as reactions, you can only use one reaction on a single attack made against you. If a combatant can make additional attacks, such as those granted by Extra Attack, then you can use one reaction against each attack as long as you have the duel actions necessary to do so. However, if you use the same dueling maneuver more than once in the same round, either your enemy makes its saving throw with advantage or you make yours with disadvantage , as per the maneuver description. This penalty resets at the beginning of each round.

List of Maneuvers

 

Optional Mechanic: One-on-One Combat Rules

Optional Mechanic: One-on-One Combat Rules

These mechanics are meant to make the combat between two creatures, often a player and a Narrator-controlled adversary, feel more like a true one-on-one encounter by zooming in and giving a bit more detail to the attacks and the actions one can take. With that in mind, the Narrator should reserve these rules as a way to highlight specific events or moments within the story.

Due to the way these mechanics are meant to work, they would not translate well into normal combat where the party takes on several enemies at once. To prevent any confusion, the Narrator can simply say that any interference from those not engaged in the one-on-one encounter results in it shifting to normal combat rules.

The Narrator can also institute other rules for one-on-one combat or duels that give it more depth or meaning to their game world, such as:

  • Penalties or a forfeit if another creature tries to interfere.
  • Giving those attacking from outside advantage on their attacks, as the participants of the duel are completely focused on one another.
  • Calling for a Sleight of Hand check from spectators to cast or otherwise interfere without being noticed.
  • Allowing a duel to last for the best of 3 “touches”, or attacks that have dealt at least 1 point of damage.

While in a one-on-one encounter, a creature can take any action, bonus action, or reaction that it would be able to use in a normal combat. However, there are certain restrictions to using such options, as detailed below in Duel Actions.

Alternative Initiative

To reflect the ever-shifting dynamic of a duel, Narrators can choose to implement a different sort of initiative based on the game of rock-paper-scissors. Each participant picks a strategy for the round, depending on which ability score they wish to add to their initiative roll. While many combinations could exist, here is a sample: Powerful (Strength or Constitution), represented by rock; Swift (Dexterity or Intelligence) represented by scissors; or Distracting (Wisdom or Charisma) represented by paper.

At the beginning of each round, the combatants play a brief game of rock-paper-scissors. The winner rolls their initiative with advantage , while on a tie, both participants roll normally. Using this system, a combatant who has high Dexterity may choose a lower ability score in order to try and get an edge against their enemy.

Arena Limitations

The designated area of a one-on-one battle depends heavily on its context. A tournament or formalized bout will almost always have its borders marked, either with paint, turf, or even a ring of shields held by stout warriors from both sides. Regardless, the nature of combat tactics and other one-on-one mechanics mean that participants must stay no more than 30 feet (and often less) from each other. Otherwise, traditional combat may be more fitting for the situation. A one-on-one encounter ends when one creature leaves the borders of the combat, willingly concedes, loses consciousness , or is incapacitated for more than two rounds.

Magic

The tactics discussed here assume melee weapon attacks as the default, but magic is not prohibited by the mechanics. However, the context of the duel may mean use of magic is against the rules, or that certain schools of magic shouldn’t be used. Additionally, while casting does not provoke opportunity attacks , keep in mind that ranged attacks of any kind made within reach of a hostile creature (excluding spectators) are made at disadvantage .

Participants

There is no glory in fighting a far inferior opponent and little sense in fighting an overwhelmingly powerful one. One-on-one combats follow the usual guidelines of combat encounters, using the PC’s level as the party level to calculate the encounter’s difficulty. Ideally, a challenge-based one-on-one encounter should be at least medium difficulty, but should generally be no higher than a hard match-up, especially for a Tier 1 adventurer.

There will always be times when an adventurer challenges an enemy far stronger than themselves, however. In these cases, consider that many NPCs and creatures that would be willing to abide by the rules of one-on-one combat may not seek the death of an opponent, content in proving their superiority. On rare occasions, some deadly foes may be impressed by such an adventurer, letting them live to further improve their skills or even offering to train them.

Because the rules of a one-on-one fight assume a certain amount of mutual understanding, Narrators may rule that creatures with less than 3 Intelligence cannot abide by them and deciding on a case-by-case basis whether a specific creature that has less than 6 Intelligence will or not.

Targeted Attacks

During a duel, when a combatant attacks or casts a spell that targets another creature, they can choose to target a specific part of their opponent’s body once per round, making its attack roll at disadvantage , but inflicting an effect in addition to the normal damage. A targeted attack must be declared before the roll is made. A combatant can’t make a targeted attack if it is already suffering disadvantage on its attack roll, but one that has advantage on its attack rolls instead rolls its targeted attack normally.

Table: Targeted Attacks

Target Effect
  Neck   Target takes additional damage equal to 1d4 x the attacker's proficiency bonus.
  Head   Target is blinded until the end of its next turn.
  Arms/Legs

  Target is slowed until the end of its next turn.


Unusual Body Structures

One of the best things about playing in these worlds is the diversity of creatures one might encounter. That also means that targeting specific body parts may be difficult or even impossible. Similarly, some dueling maneuvers may have the same effect, but be enacted slightly differently depending on an opponent’s anatomy—if a creature is subject to a Knee Strike but doesn’t have conventional knees, some other body part required for locomotion may be damaged.


Duel Actions

Due to the unique advantages and struggles of only focusing on a single opponent, one-on-one combats utilize duel actions in place of the usual action economy. Each combatant gets a number of duel actions on their turn equal to their proficiency bonus which they regain at the beginning of each round. Additionally, a combatant can spend exertion at any time to utilize additional duel actions (1 exertion—1 duel action; 3 exertion—2 duel actions; 5 exertion—3 duel actions). The maximum amount of exertion you can spend this way per round is equal to your proficiency bonus. The cost of common action options is listed below. If a given option is not listed, those that require an action generally cost 2 duel actions, while those that require a bonus action or reaction cost 1. Using movement does not require a duel action, though taking the Dash or Disengage actions costs 2 duel actions as normal.

Using a duel action to perform a combat maneuver does not eliminate its cost—you must still expend exertion as usual. Attacks made as part of a combat maneuver, the Attack action, or the casting of a spell do not require additional duel actions. Finally, you can only take one action and one bonus action per round, and you do not get a reaction each round (unless you pay its duel action cost). However, you can take multiple reactions using duel actions, though this does not allow you to cast more spells in a round than you would otherwise be able to.

Table: Duel Action Cost

Target Effect
  Basic Maneuver   1
  Combat maneuver (bonus action, reaction)   1
  Combat Maneuver (action)

  2

  Maintain concentration

  1

  Spell (bonus action, reaction)

  1

  Spell (action)

  2


Additional Exertion

If a combatant doesn’t have an exertion pool or simply finds themselves in need of more points in their existing pool, there are a few ways to gain exertion. One is through the Lend Strength spectator action, where a bystander can grant a combatant temporary exertion. Another is through willingly suffering a level of fatigue or strife . This does not require an action and grants the combatant a number of temporary exertion points equal to their proficiency bonus. This temporary exertion lasts until depleted or the one-on-one combat ends, as detailed in Limitations. Additionally, the maximum number of exertion points (temporary or otherwise) a combatant can have is equal to twice their proficiency bonus. Levels of strife or fatigue suffered in this way are removed at the end of a long rest .


Arena Actions and Environmental Effects

The effects and world actions of many environments (see World Bonuses, Penalties, and Cover in Chapter 8: Combat, Adventurer’s Guide) can also apply to the arenas in which one-on-one encounters take place. While flat ground may be typical in a tournament setting, adventurers are as likely to duel in ruins, through lavish mansions, and any number of other dynamic settings. In the case of a duel, the Narrator should establish any environmental effects (including the placement of any area hazards) at the beginning of the combat.

Once per turn, the Narrator can use a world action as though using a reaction. The target of this world action should be determined randomly, such as by assigning an odd result to one combatant and an even one to the other. Narrators should avoid any world actions that involve other creatures as a participant, but should feel free to use them as a one time effect. For example, a shadow that takes a passing swipe at a combatant and fades away wouldn’t disrupt the dynamic of a one-on-one encounter, but the appearance of a swarm of leeches that joins the combat would.

 

 

 

One-on-One: Mechanics for Duels and Single Combat

One-on-One: Mechanics for Duels and Single Combat

Adventurers fighting hordes of undead,groups of bandits, and various collections of dangerous wildlife are classic scenes in the fantasy landscape. However, there is nothing quite like the feeling of engaging another combatant one-on-one, using everything at one’s disposal to come out on top. The stories that tell of brave knights, cunning duelists, and brash brawlers that made their name during a legendary duel are many. Now, the following mechanics can help new characters cement their name in legend just the same.


Optional Mechanics || Spectator Actions || Dueling Maneuvers || List of Maneuvers

Voidrunner's Codex

Voidrunner's Codex

Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this expansion! 

THIS RULEBOOK INCLUDES: 

  • New sci-fi heritages, cultures, backgrounds, and destinies.
  • New classes including the psion, psyknight, scientist, scout, and trooper.
  • A wide array of sci-fi equipment and cyberware.
  • Rules for hacking into computer systems.
  • A new psionics system with dozens of powers.
  • Over 30 feats and 3 new combat traditions.
  • An alien bestiary crammed with monsters and foes!

Coming Soon!


Archetype Feature: Unusual Mount

Archetype Feature: Unusual Mount

If you spend 1 hour befriending and feeding a Medium beast of CR 1/2 or less, you become its mounted guardian. The type of beast you can befriend this way is determined by your archetype, but must have an Intelligence score of 2, 3, or 4. The beast you are the mounted guardian of is your unusual mount. It follows you and is loyal to you, but it acts independently. Your unusual mount shares your initiative and takes its turn simultaneously with yours. The mount won’t attack except as a reaction to being attacked, but it can take other actions as normal and makes death saving throws . You can only be a mounted guardian to one beast at a time.

With the Narrator’s permission, rangers can take this as an exploration knack.

Other Mounts. At the Narrator’s discretion, other suitably sized beasts could make good mounts, but it’s recommended to change the flavor text instead. A dire sparrow described as a giant insect could make a fantastic steed for the right rider and none of its statistics have to change for that to happen.

Dire Mole

Dire Mole

Challenge
str
dex
con
int
wis
cha

Shadower

Shadower

While most shadowcasts prefer not to contemplate their counterpart, you are deeply curious about them, even going as far as finding a portal to the Material Plane, planning to find and observe them—perhaps not unlike a naturalist studying a rare animal. However, something happened along the way that led you to adventure.

How do you feel about your counterpart? Have you been able to see them yet? Would or have you introduced yourself if you have? Did you choose to stay of the Material Plane, or do you wish to return to the Bleak Gate? Are your adventures a way to find your counterpart, surpass them, or a choice all your own?


Ability Score Increases: +1 to Dexterity and one other ability score.

Skill Proficiencies: Stealth and either Culture, Insight, or Investigation.

Tool Proficiencies: Disguise kit.

Suggested Equipment (Cost 39 gold): bottle of ink, 10 sheets of parchment, ink pen, disguise kit, traveler’s clothes..

Feature: Other Side of the Coin. Your interest in your counterpart has made your bond— and thus your shared inclinations—stronger, even if you do not walk the same path. Choose a feature from a different background, to reflect the abilities and tendencies of your counterpart.

Adventures and Advancement. If you choose to lean into the tendencies of your counterpart, you gain the advancements detailed in that background. Alternately, your knack for subtlety, research, and observation come to the attention of those with matters that require investigation, whether on the streets as a detective, in the stacks as a scholar, or some similar pursuit. Once you have taken on several of these jobs, you gain admission to esoteric libraries (containing information to answer questions that require a DC 25 Arcana, Culture, Engineering, History, Nature, or Religion check) or are sponsored as a member of a secret society or exclusive social club, enabling you to learn relevant information of the same DC. It is up to the discretion of the narrator whether such connections allow you to find specific information.

Connection and Memento. Due to the nature of this background, the Narrator may allow you to choose a connection from a different background, potentially one with someone who mistook you for your counterpart. Otherwise, roll 1d10, choose, or make up your own.


Shadower Connections

  1. The kindly innkeeper who let you do odd jobs for free room and board.
  2. A fellow shadowcast who found and protected you after your formation.
  3. Your counterpart, who accepted you as family.
  4. The charlatan who took advantage of your naivete and used you as a dupe in their swindle.
  5. A fellow shadowcast, thus far unable to return home.
  6. Your best friend, who always warned against finding your counterpart.
  7. Your counterpart, who was horrified and attempted to harm you.
  8. The mage who found your nature fascinating and wanted to study you.
  9. The cleric who thinks you a foul abomination.
  10. The family of your now-dead counterpart, eager to have you with them—for good or ill?

Shadower Mementos

  1. A personal effect of your counterpart; a comb or accessory.
  2. A strange pocket mirror that always shows your reflection in the black and white of the Bleak Gate.
  3. A book related to your counterpart’s area of expertise.
  4. A philosophy text related to the nature of the self.
  5. A small, brilliantly colored landscape painting.
  6. A shard of glass in which a wailing ghost can sometimes be seen.
  7. A lantern given to you by a shadowcast soul shepherd.
  8. A monogrammed locket given to you by a dying adventurer in the Bleak Gate, begging you to return it to their family.
  9. Strange, shimmering scars from a near-deadly encounter with an incorporeal undead.
  10. A spider pendant you found lying in the open, with no one about to have dropped it.

Shadowcast

Shadowcast

Hailing from the grim landscape of the Bleak Gate, shadowcasts are a unique heritage in that an individual’s physical appearance and many of their inherited features are those of their “counterpart”, a sapient creature from the Material Plane. Like everything in the Bleak Gate, shadowcasts are a distorted reflection of those who reside on the Material Plane, identical in name and physical features, but opposite in many ways. Many interpret this as shadowcasts being inherently evil, but that is not the case. For example, a farmer who fears every rustle of a leaf has a shadowcast who is recklessly brave, a bloodthirsty warmonger’s reflection will instead be a staunch pacifist, and so on.

When first formed, shadowcasts look like carbon copies of their counterparts and their coloration is entirely in shades of black, white, and gray. More often than would otherwise happen, shadowcasts sometimes find themselves pulled through portals to the Material Plane, as though the universe is trying to balance itself somehow. Upon their arrival, a shadowcast’s monochrome appearance changes. The longer that they stay on the Material Plane, the more pronounced the effect as they gradually assume the natural pigmentation of their counterpart. The speed of the process varies, with some attaining full color within a week and others taking closer to a year. Those who return to the Bleak Gate similarly experience a slow “bleaching” process, as the color they gained on the Material Plane slowly fades away.

Due to their unique nature, shadowcasts are not “born” in the traditional sense; they instead wink into being once their counterpart reaches a certain amount of self-awareness—usually around puberty. A shadowcast knows that there is another version of them out there somewhere, but they have no innate knowledge of their thoughts, memories, or personal relationships. However, if something physically catastrophic happens to their counterpart—such as a serious injury or the loss of a limb—the shadowcast feels a twinge of pain in that area on their body. They are also aware if their counterpart dies; the shadowcast ceases to physically age, and remains in that form until their natural lifespan runs out. In some instances, a shadowcast will even have dreams that show them snatches of their counterpart’s life. These sensations and visions do not go both ways, however. Similarly, many shadowcast find themselves with similar proclivities and talents to their counterparts, though they are far from bound to these inclinations, as their lived experiences can differ wildly.

 

Shadowcast Traits

When you choose this heritage, select the traits from an existing heritage. These represent your counterpart on the Material Plane and determine your physical appearance, the rate at which you age, your base walking speed, and any heritage traits.


Shadowcast Gifts

While a shadowcast retains the physical characteristics of their counterpart, their Bleak Gate origins give them unique gifts tied to the dark and shadowy plane. In addition to the traits found in your counterpart’s heritage, select one of the following gifts:

Shadow Walker

The Bleak Gate is a dangerous place even for those who originate there, and some shadowcasts have evolved to leverage the darkness to their advantage. You gain the following trait:

Lesser Darkvision. You gain darkvision to 30 feet. If you have darkvision already, its range increases by 30 feet.

Shadow Teleport. Shadows do more than hide you—they provide you with a handy form of short-distance transport. So long as you are in dim light or darkness , you can teleport up to 15 feet to an unoccupied square you can see as a bonus action. You can use this ability a number of times equal to your proficiency bonus per long rest .

Umbral Magic

Your time spent in the Bleak Gate has given you the ability to bend the bleak aspects of your home plane to your will. You learn your choice of the following cantrips: chill touch , ray of frost , spare the dying . At 3rd level, choose one 1st- or 2nd-level spell from the cold, necrotic, or shadow schools. You may cast this spell once per long rest without expending a spell slot or requiring material components. At 5th level you can cast the chosen spell twice per long rest in this way. A 1st-level spell chosen this way can be cast at 2nd-level using this trait, if the spell allows. Your spellcasting modifier for this spell is Intelligence, Wisdom, or Charisma, whichever is highest.


Shadowcast Paragon

When you reach 10th level, you become a better shadowcast and gain one paragon gift from the following list.

Grasping Shadow

You can now use your shadow as effectively as any weapon. You can make a melee weapon attack with your shadow, which deals necrotic damage equal to 1d6 + the highest of your Intelligence, Wisdom, or Charisma modifiers. On a successful hit, if the target is no more than one size category larger than you, you can grapple it with your shadow. The target makes a Strength saving throw . The DC for this saving throw is equal to 8 + your proficiency bonus + the ability modifier that you attacked with. On a failure, the creature is grappled . Until this grapple ends, you can’t grapple another creature with your shadow. The DC to escape the grapple is the same as the DC to avoid the grapple.

Grappling a creature in this manner leaves your hands free. This allows you to attempt to grapple a creature yourself, though you can’t move a grappled creature if both you and your shadow are grappling a creature. Your shadow uses your carrying capacity when moving a grappled creature.

Shadowy Aspect

You have learned to mimic the power of the ghosts and shadows that populate your home plane, granting you the ability to take on a distorted form and grant it to others. You learn the blur spell and can cast it without components or using a spell slot. At the end of a long rest, choose one of the following options: you can cast blur 3 times per long rest ; you can cast blur as a 4th-level spell twice per long rest; you can cast blur as a 6th-level spell once per long rest. Your spellcasting ability for this spell is Intelligence, Wisdom, or Charisma (whichever is highest).


Shadowcast Culture

Like the shadowcasts themselves, shadowcast culture is often an inverse of those cultures that exist on the Material Plane. Even though grand cities lie in ruin and villages appear abandoned, shadowcasts gather in societies that mimic those found on the Material Plane, hidden from the cursed forms of unlife that call the Bleak Gate home. Their cultures, in general, tend to follow similar lines to those typically found in the heritage of their counterpart, though a shadowcast may find that their culture differs from their extraplanar twin in one way or another. For example, a halfling shadowcast may be from a tunnel halfling culture and show a particular affinity for life underground, while their counterpart is from a stout halfling culture and prefers living in quaint hillsides. Or, a shadowcast who is incredibly cosmopolitan may discover that their counterpart leads a much more simple life in the country as a villager.

The ways of life found in the Bleak Gate harbor the same cultural affinities and outlooks as those found on the Material Plane. Language does not experience any changes due to the Bleak Gate’s inverse nature; the Common, Elvish, and other languages that are spoken on the Material Plane are the same languages spoken in the Bleak Gate, and those who encounter a shadowcast on their home plane find that they are able to freely communicate with them. Or, rather, they could if they met with one. A few serve as guides, scouts, or even shepherds of a sort for the unfortunate souls, exiles, and trapped mortals wandering the lifeless expanse, but most shadowcast prefer the company of each other.

Due to the unorthodox nature of their coming into existence, many shadowcast make it their mission to find newly formed members of their kind and ensure that they are kept safe. However, as there seems to be little predictable about where a shadowcast will first appear, some find themselves alone or manifesting with a small group. This leads to adolescents, either singly or in bands, making their own way through the lifeless expanse. Some are found and taken in by settlements or individuals, while others live their lives on the move.


Suggested Cultures

While you can choose any culture for your shadowcast character, the following cultures are linked closely with this heritage: forsaken , itinerant , lone wanderer , wildling .


The Other Self

While the shadower and replacer backgrounds are intended for those of the shadowcast heritages, they could also be adapted for other sorts of characters with a focus on “the original.” These include fantastical examples—such as clones, split psyches, or a casting of mirror image gone terribly wrong—or one as comparatively mundane as a twin separated from their sibling early in life. Mentions of having arrived at the Material Plane could instead refer to when an adventurer escaped the lab they were created in or the cruel guardians they had been sent to live with.

Nomad Cultural Gear

Nomad Cultural Gear

Nomads typically move between multiple areas where they set up for a season or two and then move on, typically on a circuit between grazing grounds and other useful locations. Because they are not constantly on the move, nomads value equipment that lets their temporary settlements and the often harsh environments around those settlements be made more comfortable, and, because nomads are not always welcomed with open arms, they often try to maintain at least some level of secrecy around their camps.

Table: Nomad Cultural Gear

Item

Cost

Weight

Beast treads

5 gp 1 lb.
Swamp sloggers 5 gp

10 lbs.

Walking tent 15 gp

20 lbs.

Yurt (small) 30 gp

80 lbs.

Yurt (medium) 50 gp

300 lbs.

Yurt (large) 125 gp

700 lbs.

 

Beast Treads. These attachable boot accessories work very much like ice cleats or snowshoes, fitting over the wearer’s normal footwear. When worn, they disguise the wearer’s footprints to look like those of an animal, typically a larger creature such as a bison or a bear. If you are traveling through areas native to the creature in question, creatures attempting to track you suffer a –1d4 penalty on their Survival check to do so. However, you can’t travel at a fast pace while wearing the beast treads.

Swamp Sloggers. These heavy, waxed canvas leggings are hot, uncomfortable, and very good at keeping the wearer’s feet and legs dry while wading through water. This gear can be worn over medium or light armor and takes 1 minute to don or remove. While wearing the swamp sloggers, creatures attempting to track you through the water, even by scent, suffer a –1d4 penalty to their checks. At the Narrator’s discretion, swamp sloggers may grant you an expertise die on checks against relevant exploration challenges of 0th and 1st tiers. These leggings can’t be worn in conjunction with marshland gear.

Walking Tent. A strange middle ground between structure and clothing, a walking tent is worn much like a backpack and creates what is essentially a mobile tent covering the wearer’s torso; when worn, they look like giant hoods stretching out to cover the wearer’s shoulders and extending in front and behind like an awning. They typically have a bamboo frame and heavy waxed canvas interiors. Wearing one keeps the user reasonably dry in heavy precipitation. Travelers in areas with a lot of stinging insects may add a screen of mosquito netting or even a wicker weave to the front of the walking tent.

Wearing a walking tent can, at the Narrator’s discretion, provide an expertise die to saves against the effects of inclement weather. However, the extra bulk decreases your base walking speed by 5 feet. You also suffer disadvantage on weapon attacks, as well as Athletics, Acrobatics, Perception, and Stealth checks. They do not impede spellcasting, however, and are popular with druids and weather mages performing rituals in the rain.

Yurt. If tents had a monarch, it would be the yurt. These durable, comfortable, and portable circular structures can serve as a base camp or center of operations. Depending on the size, a yurt can take a few hours to a few days to put together, but once it is assembled, it is a proper building rather than a simple shelter, often with windows, doors, interior rooms, lighting, and ventilation for fire smoke. Like tents, yurts require a flat surface to rest on, but unlike tents, yurts are meant to be living spaces and can accommodate additional creatures for the purposes of gatherings. Even larger yurts than those listed here serve as the centers of settlements and can accommodate over 100 Medium-sized creatures for meetings and celebrations. A yurt can serve as a haven . The listed assembly time assumes 4 Medium-sized creatures.

Small: Suitable for 2 Medium-sized creatures on bedrolls or a gathering of 10 Medium-size creatures. It occupies a 10-foot by 10-foot space and takes 1 hour to assemble.

Medium: Suitable for 6 Medium-size creatures on bedrolls or a gathering of 30 Medium-size creatures. It occupies a 15-foot by 15-foot space and takes 4 hours to assemble.

Large: Suitable for 16 Medium-sized creatures on bedrolls and up to 50 Medium-sized creatures for a gathering. It occupies a 25-foot by 25-foot square and takes a full day to assemble.

Pagination