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Duels: Spectator Actions

Duels: Spectator Actions

Watching a one-on-one encounter is not a passive affair—bystanders can alter the flow of combat even from the sidelines. Once per round, one spectator from each side can perform a spectator action at any point, as though they were using a reaction. Spectators should confer amongst themselves what spectator actions they would be best suited for before the duel begins and, during the combat, who should use one on a given round, to prevent confusion.

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.

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.

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.

Deflect

Deflect

( points)

Abilities: Dexterity, Wisdom

Center

Center

( points)

When you or your opponent takes an action or bonus action, you can take a moment to consider an opening to exploit. The next time you use a basic maneuver or dueling maneuver, you can use your choice of Intelligence, Wisdom, or Charisma to calculate your Maneuver DC for that maneuver, as well as to qualify for any ability score prerequisites it may have.

Block

Block

( points)

Abilities: Strength, Constitution

Waverider

Waverider

Unorthodox fighters who ride aquatic or amphibious animals.