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D&D 5E Jousting

halfling rogue

Explorer
Last night I was tinkering around with the idea of creating a character who was primarily a jouster, (a background through tournaments, etc) with the emphasis mostly on flavor. I don't care about min/maxing, this type of character could easily be a fighter or paladin with a noble background using the knight variant. I thought it would be interesting to play someone whose primary attack in battle (outside the dungeon obviously) was to charge with a lance. The special rules for the lance and mounted combat offered by the PHB seems pretty easy to understand, but it is a bit limited, and I was wondering how any of you have or would handle this in play. The DMG, from what I could find (help me here if I'm wrong) didn't have anything to say about it.

For instance, if charging towards an enemy that is on foot, and the lance strikes, what are some of the implications after impact? Like if the enemy is struck, would they be thrown? And how far, if at all? The lance damage is 1d12. Is it safe to assume that it packs such a punch because they've figured it would be used with a charging mount? So apply damage is? Or would there be extra damage due to an attack from a charging mount? Also, once an attack has hit (or missed) how would one rule for what takes place after a hit or miss, like how far beyond the enemy might the mount continue to charge? Would an opportunity attack apply? I'm not really looking for an official hard and fast rule, but more along the lines of how you all have or might handle this.

Plus the reality is that lances break in battle. How would you determine if the lance breaks, etc?

Lastly, how would you all deal with an actual joust between two riders with lances? Either in battle or in a tournament?
 

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Tournament jousting, I'd cover with separate rules to make it more interesting than d20 rolls vs. AC.

Like:
Attack is d20 roll + attack mod (prof + Str or Dex) vs opponent's d20 roll + horsemanship (Proficiency (land animals) + ability modifier). On a hit, roll damage. Damage + 10 is the DC of a Con save to stay horsed.

For added flavor, have the opponents make opposed Intimidation checks prior to the joust. Loser suffers disadvantage on attack. Maybe let the jouster's herald give Advantage on own Intimidation check, or Disadvantage to opponent's check, a la Chaucer in A Knight's Tale.

For added complexity, give jousters the option of aiming for a specific point: after the horses start at each other but before the attack roll, allow each jouster to make a Concentration check. Their choice of DC: 10, 15, 20. Succeed, and you get to add 2, 5, or 10 to the damage if you hit. Fail, and you make your attack at Disadvantage.

Combat jousting: Maybe throw in a free Shove check if the target is hit by a lance from a wielder atop a charging horse (require the horse to move at least half its total Move, in order to qualify as a charge). Maybe add the Horse's Str to the damage (and the Shove check). Maybe have those two add-ons require a feat.

Remember that in 5e, you can interrupt your move to make attacks. So everyone has ride-by-attack, effectively: you can move, make the attack, and then continue moving. You'll provoke OAs as normal. If you use the suggestions above, remember that Prone creatures attack with disadvantage, and you won't provoke creatures that are shoved beyond their melee range.

Lance breakage: I'd treat it like ammunition: it doesn't matter, until the DM decides it does--because it adds drama or challenge. Adds fun.

Or, simple: lances break on an attack roll of 1 or 20. Or 1, 10, and 20. Or an odd roll. Take your pick in accordance with the desired rate of breakage. A broken lance should do the same damage on the attack that breaks it (if it's a hit), but becomes an Improvised Weapon thereafter. If you include lance breakage, your Knights may want to include someone with the Mending cantrip in their retinue, or pick up that spell themselves. High Elf knights FTW.
 

Tournament jousting, I'd cover with separate rules to make it more interesting than d20 rolls vs. AC.

Like:
Attack is d20 roll + attack mod (prof + Str or Dex) vs opponent's d20 roll + horsemanship (Proficiency (land animals) + ability modifier). On a hit, roll damage. Damage + 10 is the DC of a Con save to stay horsed.

For added flavor, have the opponents make opposed Intimidation checks prior to the joust. Loser suffers disadvantage on attack. Maybe let the jouster's herald give Advantage on own Intimidation check, or Disadvantage to opponent's check, a la Chaucer in A Knight's Tale.

For added complexity, give jousters the option of aiming for a specific point: after the horses start at each other but before the attack roll, allow each jouster to make a Concentration check. Their choice of DC: 10, 15, 20. Succeed, and you get to add 2, 5, or 10 to the damage if you hit. Fail, and you make your attack at Disadvantage.

Combat jousting: Maybe throw in a free Shove check if the target is hit by a lance from a wielder atop a charging horse (require the horse to move at least half its total Move, in order to qualify as a charge). Maybe add the Horse's Str to the damage (and the Shove check). Maybe have those two add-ons require a feat.

Remember that in 5e, you can interrupt your move to make attacks. So everyone has ride-by-attack, effectively: you can move, make the attack, and then continue moving. You'll provoke OAs as normal. If you use the suggestions above, remember that Prone creatures attack with disadvantage, and you won't provoke creatures that are shoved beyond their melee range.

Lance breakage: I'd treat it like ammunition: it doesn't matter, until the DM decides it does--because it adds drama or challenge. Adds fun.

Or, simple: lances break on an attack roll of 1 or 20. Or 1, 10, and 20. Or an odd roll. Take your pick in accordance with the desired rate of breakage. A broken lance should do the same damage on the attack that breaks it (if it's a hit), but becomes an Improvised Weapon thereafter. If you include lance breakage, your Knights may want to include someone with the Mending cantrip in their retinue, or pick up that spell themselves. High Elf knights FTW.

Fantastic ideas! Thanks for your input!

I really like the idea of the Shove check on a hit.
 

Great idea. I really like the intimidation check. You could add intimidation bonus or advantage if the mounts are different - camel or other strange beast over a horse.
 
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Your mount moves, and takes either the Dash, Dodge, or Disengage action.

You make all your attacks with your Attack action, yes if you have 11 levels in fighter you can make 3 lance attacks.

You can even take the Dual Wielder feat and use a lance in your off hand and attack with it as a bonus action.

Like any other attacks and movement you can mix it up to different targets or all on the same target.

There is not extra damage from charging.

You probably want your mount to take the disengage action if you plan on moving away from the target so it doesn't attack you or your mount with an attack of opportunity.

Your mount can stop on a dime and turn just like any other creature.
 

The special rules for the lance and mounted combat offered by the PHB seems pretty easy to understand, but it is a bit limited, and I was wondering how any of you have or would handle this in play.

Your mount moves, and takes either the Dash, Dodge, or Disengage action.

You make all your attacks with your Attack action, yes if you have 11 levels in fighter you can make 3 lance attacks.

You can even take the Dual Wielder feat and use a lance in your off hand and attack with it as a bonus action.

Like any other attacks and movement you can mix it up to different targets or all on the same target.

There is not extra damage from charging.

You probably want your mount to take the disengage action if you plan on moving away from the target so it doesn't attack you or your mount with an attack of opportunity.

Your mount can stop on a dime and turn just like any other creature.

He wasn't asking you to explain the rules. He is asking for help making houserules.
 

He wasn't asking you to explain the rules. He is asking for help making houserules.

Not exactly they asked a bunch of questions and expected answers too that are not covered by the rules. All I did was point out what is and is not covered by the rules.

Also if the OP did indeed want help making house rules there is a separate forum for that.

So unless you are the OP why don't you try and not speak for them.
 

Or, simple: lances break on an attack roll of 1 or 20. Or 1, 10, and 20. Or an odd roll. Take your pick in accordance with the desired rate of breakage. A broken lance should do the same damage on the attack that breaks it (if it's a hit), but becomes an Improvised Weapon thereafter. If you include lance breakage, your Knights may want to include someone with the Mending cantrip in their retinue, or pick up that spell themselves. High Elf knights FTW.
Great post! Don't forget that shattering your lance on the opponent's shield was actually a win-condition of sorts for the attacking rider, so you may want to factor that in to the mechanics somehow. Perhaps the jouster receives an inspiration die on his next attack, or doesn't consider a shattered lance to be an improvised weapon.
 

You probably want your mount to take the disengage action if you plan on moving away from the target so it doesn't attack you or your mount with an attack of opportunity.

Is that a possibility though? Say I'm on a horse, lance in hand, and I charge an unarmed foe. I travel 15 feet, hit, add damage, and then continue another 15 feet, is it possible to disengage at that point? I would assume all of the 'actions' have been used up. Or are you envisioning the Mount itself taking a disengage action while the Rider provokes an Opportunity Attack?
 

Is that a possibility though? Say I'm on a horse, lance in hand, and I charge an unarmed foe. I travel 15 feet, hit, add damage, and then continue another 15 feet, is it possible to disengage at that point? I would assume all of the 'actions' have been used up. Or are you envisioning the Mount itself taking a disengage action while the Rider provokes an Opportunity Attack?

The mount can use it's action to Disengage for the round and non of it's movement provokes attacks of opportunity for that turn.

If the mount doesn't provoke an AoO neither does the rider, because movement that doesn't use your movement, action, or reaction doesn't provoke.
 

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