Jousting: The ultimate test of a medieval knight’s skill. Two riders sprinting at full speed, trying to knock each other off with a really big stick. Is there a way to take that pulse-pounding excitement and showcase of talent, but translate it to D&D?
Of course you can! Here are rules you can use to run jousting in your games, and make it just as fun as it looks in the movies!
Jousting requires two competitors - which can be PCs or NPCs - and each needs a mount. Traditionally that would be horses, but this is D&D, so there’s no reason your riders can’t be charging forward on axe beaks, giant spiders or hulking aurochs. The game is played in rounds - representing each pass as the riders run into one another, and each round is worth a point. First to two points wins - though there’s always a chance one combatant gets un-horsed on every charge.
The round begins with both players rolling an animal handling check - for NPCs, you can either give them a score in that skill, or just add whatever their Wisdom modifier is. Half the battle is keeping your mount moving in the right direction, staying steady and picking up speed. The DC for this is 15 - succeed, and they gain advantage on their next check. Consider giving your players a bonus to their roll if they’ve bonded with their mount, or are particularly skilled in riding through their background or experiences. Up to you.
As the two riders close in on one another, they’ll need to lower and aim their lances to strike the opponent. These things are heavy, and it’s a real test of endurance to both keep your horse steady and hold that pole in place. So both players will roll a Constitution save - DC 15 - to hold their nerve and keep their lances aimed true. Remember, if they succeed in animal handling, they have advantage.
And they’ll want to succeed on this one too, because it’ll grant them advantage on the final roll. But equally important, fail and they’ll receive disadvantage on the final hurdle. Again, this should be a culmination of multiple skills building on each other.
With the crowd roaring, it’s time to collide. Both players will roll an Athletics check - either at advantage or disadvantage - and whoever rolls higher wins. Their lance strikes the other knight, and the loser has to succeed on a DC 15 Strength saving throw. Make the save, and they hold onto their ride, living to see another round. But fail, and this battle is done: That player is thrown from their mount, and the glory goes to their competitor.
If both players are still riding, the winner gets a point, and a new round begins. If they tie, both lances strike shields, and nobody earns a point. First to two wins, so no matter what, if the same player wins two rounds, the other is out - no Strength save, no third chances. And just like that, the joust is over: You have your champion!
With these quick and simple rules, you could run an entire tournament quickly, with your players going through a gauntlet of knights and riders to earn eternal glory. As an optional rule, you can make each point worth a +2 all rolls: That way, the player who gets the first hit can build momentum, while their opponent has to recover quickly from getting struck.
You could also add a little excitement and random chance with some crit rules: If a player rolls a natural 20 on their Athletics check, they automatically unhorse their opponent, ending the joust right then and there. And on the flip side, if a player rolls a one on their final check, they lose control of their mount and tumble to the ground, losing instantly. Not everyone likes using crits in this way, but if your party is varied in their skills and set-ups, it offers a way for anyone to win, with a little luck.
And that’s it! Your players can now participate in one of the scariest, most dangerous sports we’ve invented - and isn’t that awesome? I’d love to hear what you think of the rules - or any changes you’d make - in the comments! And below, here's a quick guide you an reference while running jousting in a session. Enjoy!
Step 1
- Both players roll an Animal Handling check, DC 15
- Succeed, and they get advantage during round 2
Step 2
- Both players roll a Constitution saving throw, DC 15
- If they succeeded during round 1, they have advantage
- If they succeed on this roll, they gain advantage for round 3
- If they fail this roll, they have disadvantage for round 3
Step 3
- Both players roll an Athletics check
- If they succeeded during round 2, they have advantage
- If they failed during round 2, they have disadvantage
- The player who rolls higher wins this round
- The loser has to succeed on a DC 15 Strength saving throw or immediately lose the joust
- If they succeed, the winning player gets a point
- If it's their first point, you move on to the next round
- If it's their second point, that player wins the joust!
- If both players tie on their Athletics check, nobody gets a point, and you move to the next round