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Dungeons & Dragons PVP

Experience the ultimate PVP experience: Fight to survive against other players in this Kill-or-be-Killed tournament. Hunt other players in an underground maze using the best character that you can create or be a monster from the Monster Manual. Earn points based on how much damage you inflict on other players.

NEW starting in 2023:

Now you can fight as a monster from the Monster Manual

rules for being a monster

YOU CAN ONLY USE THE MONSTER MANUAL

YOUR "LEVEL" FOR PICKING MAGIC ITEMS IS 2 LEVELS HIGHER THAN YOUR CR

YOUR "LEVEL" FOR PICKING MAGIC ITEMS IS 2 LEVELS HIGHER THAN YOUR CR

The Challenge Rating (CR) of the monster must be between 10 and 20. Use the stats for the monster EXACTLY as shown in the MM.

You CAN use your Legendary Actions, you CANNOT use Lair Actions.  Any Variant Rules for a monster are allowed, just tell the DM.

YOUR "LEVEL" FOR PICKING MAGIC ITEMS IS 2 LEVELS HIGHER THAN YOUR CR

YOUR "LEVEL" FOR PICKING MAGIC ITEMS IS 2 LEVELS HIGHER THAN YOUR CR

YOUR "LEVEL" FOR PICKING MAGIC ITEMS IS 2 LEVELS HIGHER THAN YOUR CR

For example: If you choose to be a  Death Slaad (CR 10), then you choose your Magic Items as if you were 12th level, 

(See Chart below for magic item selection)  Monsters of CR 19 or higher get NO magic items.  The Magic Items chosen must work with your body type, (no putting Winged Boots on a Yochlol, since they don't have feet)

YOU MUST START THE GAME IN YOUR NATURAL FORM

YOUR "LEVEL" FOR PICKING MAGIC ITEMS IS 2 LEVELS HIGHER THAN YOUR CR

YOU MUST START THE GAME IN YOUR NATURAL FORM

This is for all you shape-changing/ polymorphing creatures out there.  If your natural form is too big to squeeze into one of the 5'x5' Starting Alcoves, you start the game in the Main Arena. 

If possible, bring a mini of your chosen monster to the game!

PVP CHARACTER CREATION RULES


You can ONLY use the Player’s Handbook 5.0 edition, Dungeon Master’s Guide,  Monster Manual & Xanathar's Guide to Everything for all rules, spells, items or anything else for this event.

Character creation rules

Step 1: ABILITY SCORES

STEP 3: CHOSE YOUR CLASS

STEP 2: CHOSE YOUR RACE

32 POINT BUILD

Use the above chart to "buy" 

your Ability Scores.  

See "Variant- Customizing Ability Scores" rule on page 13 of the PHB for details.  

THIS IS A 32 POINT BUILD, NOT 27. 

No cap on scores. Race, Feats, Magic Items and Ability Score Improvement can be used to push scores up to 30. Any references such as “to a maximum of 20 (or 22)” are now “to a maximum of 30”. 

STEP 2: CHOSE YOUR RACE

STEP 3: CHOSE YOUR CLASS

STEP 2: CHOSE YOUR RACE

Pick any RACE from the Player's Handbook. Add any adjustments due to race to your character, such as ability score improvement, dark vision, proficiencies, etc.  

STEP 3: CHOSE YOUR CLASS

STEP 3: CHOSE YOUR CLASS

STEP 4: CHOSE YOUR BACKGROUND

HIT POINTS ARE 

MAX FOR EACH LEVEL. 

Add starting EQUIPMENT and PROFICIENCIES per chosen Class.

MULTICLASSING and FEAT options are allowed.  

Variant Human Traits are allowed.

REMEMBER: You can use

Xanathar's Guide to Everything

as well. 

STEP 4: CHOSE YOUR BACKGROUND

STEP 5: CHOSE YOUR GENDER & ALIGNMENT

STEP 4: CHOSE YOUR BACKGROUND

Add your Skills, Proficiencies, Languages, Equipment per the Background you selected.

Spend any gold pieces provided by your CLASS and BACKGROUND to buy mundane items or spell components.  Magic Items are selected in Step 6.



STEP 5: CHOSE YOUR GENDER & ALIGNMENT

STEP 5: CHOSE YOUR GENDER & ALIGNMENT

STEP 5: CHOSE YOUR GENDER & ALIGNMENT

It might not seem like it, but Gender and Alignment are also important, as certain spells affect alignments differently.  Some monsters react differently to different genders.

STEP 6: CHOSE YOUR MAGIC ITEMS

STEP 5: CHOSE YOUR GENDER & ALIGNMENT

STEP 5: CHOSE YOUR GENDER & ALIGNMENT

The amount of Magic Items that you can choose are based on the level of your character. The higher the level, the fewer items you are allowed to have.  The lowest level character (12th) will have access to the most items. See the chart below to determine how many items you can choose.  Magic Item Tables are found in the DMG pages 144-149.


MAGIC ITEM SELECTION CHART

NOTES ON MAGIC ITEMS

Scrolls, Spells, Artifacts and Wishes...

Spell Components: You can give up any Table selection (A-I) in exchange for 500 gp to buy mundane items or spell components. NOTE: You must purchase spell components for anything valued over 10 gold pieces.  You are considered to have all lesser valued material components in your pouches or robes.


Scrolls: The scroll’s level indicates the total spell levels that the scroll can contain. (Example: a 9th level scroll can contain 3 First level spells and 3 Second level spells). The spell on the scroll must be on your spell list in order for you to cast it, unless you are a ROGUE using USE MAGIC DEVICE ability. Scrolls with spells of a higher level than you are able to cast are subject to spell failure as described on page 200 DMG. 


All spells with a casting time greater than 1 action are now reduced to a casting time of 1 FULL ROUND.  You may not do anything else in this round except take a 5 foot step. The spell is completed and cast at the start of your next turn as a free action. You must purchase any spell component that is expressed in gold piece cost over 10 gp in the spell description when casting the spell.


Artifact and Sentient Items are unique, only 1 of each exists. Therefore, priority is given to the player whose character sheet is submitted and approved first. 


Artifacts: You can pick the Beneficial Properties, the DM determines the Baneful Properties.


Blackrazor only grants temporary hit points equal to the damage that it did slaying a PC, NOT equal to the slain PC’s hit point maximum. NOTE: You must slay the PC to gain this benefit.


Moonblade- DM rolls for the number of runes, you pick the specific rune properties.


Luck Blade: Remember, you only get 1d4-1 wishes, so if you roll a 1 on the d4 you GET NO WISHES.


Wishes: Either cast from an item or otherwise used, are generally granted, but may have a limited duration. Also, you will be subject to the affects of making a wish per the rules of casting the spell: WISH.  PHB pg. 288.


Looting: You cannot loot items from dead characters, once dead, they disappear with the PC.


Ammunition (arrows, bolts, sling-stones and darts) comes in bundles of 20 when selected from the appropriate table.


Arrow of Slaying: The more specific the focus of the arrow, the higher the save DC (race or sub race, gender, class, etc.) The arrow comes in a bundle of three.


Attuning to Magic Items: There is no limit on the number of items that you can attune to your character. It is assumed that you are immediately attuned to any item that you have, this includes all tomes, books and manuals.


noteS ON GAME PLAY

PLAYERS START THE GAME IN A “PROTECTIVE BUBBLE” INSIDE A 5x5 ALCOVE

While in the bubble, no attack can damage you. The bubble blocks all magic and physical attacks. The bubble will not last long, and the end of a random round (1d4), the bubble will collapse. If you are inside, you will take 50 points damage, no save. 

Also, you will also need to survive a DC 15 Con save or die.


THERE IS ALWAYS A CHANCE...: If you roll a NATURAL  20 on a saving throw or skill check, you make it , regardless of the DC. 


Also, if you are killed, you are allowed a DEATH ROLL.  On the start of your turn, if you roll a natural 20, you wake up with 1 hit point.   You are allowed a total of 3 DEATH ROLLS per game, regardless if they are successful or not.


ACTIONS & MOVEMENT: Each player is given a Map and an Action Sheet. This is where they will record their location and actions. Make sure to record all the information on the sheet each round, you may need to reference it later. This should include items used, spells cast and damage dealt from melee attacks.


DUNGEON: Each square on the map represents 5 feet. The starting alcove is 5x5 and 10 high. The halls in the dungeon are 10 wide and 10 high. The center room is 20 high. The center room is lit in the middle of the ceiling by a glowing orb that provides complete illumination (NO shadows) in the room. The remaining lighting conditions throughout the dungeon can be one of the following: full lighting, dim lighting or total blackout (determined at the start of the game by a d6 roll. 1= full lighting, 2-5 = dim light, 6 = no light). The walls, floors, and ceilings are all made of the same material: rough-cut natural, non-magical stone blocks. The blocks of stone are three feet thick in the ceiling and floor.  

You may not intentionally leave the dungeon. If you are forced out (via magic or whatever) you can attempt to return on your turn (or as a reaction, if applicable). If you are unable to return to the dungeon, then you are eliminated and considered “killed”. 


Combat and Initiative: Initiative is determined at the start of the game and is fixed after that. Combat is considered to begin when two or more PCs encounter each other, this is their first round of combat.


Invisibility: An invisible creature is impossible to see without the aid of magic or a special sense.  For the purpose of HIDING, the creature is heavily obscured (no line of sight). The creature's location can be detected by any noise it makes or any tracks it leaves.  Attack rolls against invisible creatures have Disadvantage.  Attack rolls from creatures that are invisible have Advantage.


Hiding and Surprise:

  1. Hidden is the condition of not being seen and not being heard. You cannot hide if you can be seen. You do not normally have the ability to Hide in Plain Sight (unless you are a Ranger using this ability). In order to attempt to Hide, you have to have total cover with which to hide, or be invisible, or be in an area that is heavily obscured (total darkness). You have to be able to break line of sight in order to attempt to hide. If you come out from cover, you reveal yourself and are no longer hidden. 
  2. If you attempt to Hide, you have you make a Stealth check (as an Action for most characters, or a Bonus Action for Rogues at 2nd level and Rangers at 14th level). Your check result is compared to the Perception check (either Passive or Active) of anyone you are hiding from. If you have total cover and your Stealth check beats their Perception check, you are Hidden.
  3. House Rule: Unless you are in combat, you have a Passive Stealth of 10.  Underground Perception checks have a range increment of 60/120.            After 60 feet, checks are -5 for Perception (both Passive and Active).            At 120 feet, checks are at -10 for Perception (both Passive and Active).
  4. If you are Hidden, you might be able to Surprise an opponent. You can Surprise an opponent if you attack while Hidden and the opponent is unaware of your presence. This generally only happens when you first make contact with an opponent. If you Surprise an opponent, you have Advantage on the attack and the Opponent cannot take a reaction to your attack. However, they can still act normally on their turn.
  5. Here is what you need to do in order to attack with Surprise: The opponent must be unaware of your presence (successful Stealth check) and you must attack from a location while maintaining at least 50% cover, (this usually means from around a corner). This can be attempted when the opponent is diagonally adjacent to you, around a corner (for melee weapon attacks) or when the opponent is down the corridor and you are around a corner (the target gains a +2 AC bonus for cover in both cases). You have to notice the opponent is there, which can be done with a successful Passive Perception check. You cannot move out from the space you are in, but rather, you attack from around the corner. As soon as you attack, you are no longer Hidden. 
  6. Example of the step-by-step Actions for Rogues or Ranges to Surprise an opponent:

  • Move Action: Move into a position where you are out of line of sight of any opponents. If you are Invisible, you are considered out of line of sight.
  • Bonus Action: Use Cunning Action or Vanish to Hide with a Stealth Check.
  • Action: Use the Ready Action to prepare to attack, "When I notice an opponent (Passive Perception) I will attack them" 


The difference between attacking while Unseen and attacking with Surprise: 

Both of these attacks will give you Advantage.  However, if you Surprise the Opponent, they cannot take a Reaction to your attack. They can still act normally on their turn. 


Winning the Tournament -Scoring: Points are awarded on a one-to-one ratio of damage dealt to other players. There is a cap of 500 points for any "gimmick" that takes out multiple players at the same time.  There is a 100 point bonus for First Kill, 100 point bonus for Most Unique Kill and 100 point bonus for being alive when time expires, if you are the SOLE SURVIVOR you receive a 500 point bonus instead.


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