I've seen some rules for Silkball online but nothing that really grabbed me. My group likes tactical play so this is what I've come up with so far.
Any feedback/suggestions are appreciated.
I will probably replace Mage Tower with this entirely, and also make the Mage Tower field the practice Silkball field and use the Silkball Field as the big event field instead.
Silkball Rules
The first team to score Four points wins.
No damage to opponents is allowed. Violators will be ejected from the game.
Spell casting that does not cause damage is allowed.
Any player using flying or levitation must remain within 30ft of the ground at all times.
On a tackle, failed pass (whether the pass attempt fails, is blocked, or the catch attempt fails), or a failed shot on the goal play resets 15 feet back from the ball holder's position.
If play is reset three times without the offensive team scoring first, the defending team receives the ball. Play starts twenty feet from the new offense's end of the field.
When the game starts the ball is in the center of the field. Each team starts on a separate end of the field and rolls initiative.
Goals are located on either end of the field. The goal is a glowing magical spider web one foot in diameter, suspended 15ft in the air.
The ball counts as a simple ranged weapon. When rolling attack rolls add proficiency bonus if proficient with simple weapons.
General Actions
Dodge - Action - gives advantage on rolls vs Tackles until the start of the players next turn. Shove - Action - as in the PHB (opposed athletics check vs defenders athletics or acrobatics. On success either push opponent prone, or shove them 5ft) Grapple - not allowed. Help - Reaction - you can help a friendly target within 5ft on any one roll. Use your helmet or aerojaunt boots(see below) Cast a spell.
Offense actions
Pass - Action or Reaction to a Tackle attempt - range 15 / 40 The Passer makes an athletics check dc 10 or ranged str or dex attack roll vs ac 10 The catcher makes an athletics or acrobatics check dc 10 to catch. Shoot - Action or Reaction to a Tackle attempt - range 15 / 40 The shooter makes an athletics dc 15 or ranged str or dex attack roll vs ac 15 If the shot attempt is made while the player is in the air and right next to the goal it automatically succeeds unless a defender is also in the air and tries to block.
Defense actions
Tackle - Action or a Reaction - Must target the ball holder and be within 5ft of them. Advantage if used as an action and you moved 15+ feet in a straight line before the tackle. Make an athletics or acrobatics check opposed by defenders athletics or acrobatics check. Block a pass or shot - Reaction - within 10 feet of the passer/shooter Move to within 5 ft of the catcher. Roll athletics or acrobatics dc 15 and must be higher than the passers roll to block the pass. If successful and 18+ the ball is intercepted.
Silkball Helm Each player wears a magical helmet. Besides protection from head injuries, the helmet has two abilities:
Cast a spell - Action Allows the player to cast one of the following spells as an action: Misty Step - when cast with the helm this counts as an action, not a bonus action Kinetic Jaunt - when cast with the helm the effect lasts until the end of the player's next turn - while Kinetic Jaunt is active the player has advantage on catching a pass, blocking a pass or shot, and avoiding a tackle. The helm has 2 charges. At the beginning of a player's turn roll a d6. On a 5 or 6 the helm regains a charge if it has less than 2.
Channel arcane power - Bonus Action Allows the user to expend a spell slot to enhance an action. - When expending a 1st or 2nd level spell slot the user has advantage on the next ability/skill check or attack roll they make before the start of their next turn. - When expending a 3rd or higher level spell slot the user takes a 20 instead of rolling (still add applicable ability modifiers and/or proficiency bonus)
Aerojaunt boots One player from each team is given a pair of Aerojaunt boots Walk on air - Bonus action Using one charge the user can walk on air, up to 30 feet in the air. This effect lasts until the end of the player's next turn. If the effect ends while the player is in the air they descend in a straight line on the start of their next turn, using their movement to do so. (for example, if a player was ten feet up, they use 10ft of movement speed the next turn descending) The boots have one charge. Roll a d6 at the start of your turn. On a 5 or 6 the boots regain one charge if they don't already have one.
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I've seen some rules for Silkball online but nothing that really grabbed me. My group likes tactical play so this is what I've come up with so far.
Any feedback/suggestions are appreciated.
I will probably replace Mage Tower with this entirely, and also make the Mage Tower field the practice Silkball field and use the Silkball Field as the big event field instead.
The first team to score Four points wins.
No damage to opponents is allowed. Violators will be ejected from the game.
Spell casting that does not cause damage is allowed.
Any player using flying or levitation must remain within 30ft of the ground at all times.
On a tackle, failed pass (whether the pass attempt fails, is blocked, or the catch attempt fails), or a failed shot on the goal play resets 15 feet back from the ball holder's position.
If play is reset three times without the offensive team scoring first, the defending team receives the ball. Play starts twenty feet from the new offense's end of the field.
When the game starts the ball is in the center of the field. Each team starts on a separate end of the field and rolls initiative.
Goals are located on either end of the field. The goal is a glowing magical spider web one foot in diameter, suspended 15ft in the air.
General Actions
Dodge - Action - gives advantage on rolls vs Tackles until the start of the players next turn.
Shove - Action - as in the PHB (opposed athletics check vs defenders athletics or acrobatics. On success either push opponent prone, or shove them 5ft)
Grapple - not allowed.
Help - Reaction - you can help a friendly target within 5ft on any one roll.
Use your helmet or aerojaunt boots(see below)
Cast a spell.
Offense actions
Pass - Action or Reaction to a Tackle attempt - range 15 / 40
The Passer makes an athletics check dc 10 or ranged str or dex attack roll vs ac 10
The catcher makes an athletics or acrobatics check dc 10 to catch.
Shoot - Action or Reaction to a Tackle attempt - range 15 / 40
The shooter makes an athletics dc 15 or ranged str or dex attack roll vs ac 15
If the shot attempt is made while the player is in the air and right next to the goal it automatically succeeds unless a defender is also in the air and tries to block.
Tackle - Action or a Reaction - Must target the ball holder and be within 5ft of them.
Advantage if used as an action and you moved 15+ feet in a straight line before the tackle.
Make an athletics or acrobatics check opposed by defenders athletics or acrobatics check.
Block a pass or shot - Reaction - within 10 feet of the passer/shooter
Move to within 5 ft of the catcher. Roll athletics or acrobatics dc 15 and must be higher than the passers roll to block the pass. If successful and 18+ the ball is intercepted.
Silkball Helm
Each player wears a magical helmet. Besides protection from head injuries, the helmet has two abilities:
Cast a spell - Action
Allows the player to cast one of the following spells as an action:
Misty Step - when cast with the helm this counts as an action, not a bonus action
Kinetic Jaunt - when cast with the helm the effect lasts until the end of the player's next turn
- while Kinetic Jaunt is active the player has advantage on catching a pass, blocking a pass or shot, and avoiding a tackle.
The helm has 2 charges. At the beginning of a player's turn roll a d6. On a 5 or 6 the helm regains a charge if it has less than 2.
Channel arcane power - Bonus Action
Allows the user to expend a spell slot to enhance an action.
- When expending a 1st or 2nd level spell slot the user has advantage on the next ability/skill check or attack roll they make before the start of their next turn.
- When expending a 3rd or higher level spell slot the user takes a 20 instead of rolling (still add applicable ability modifiers and/or proficiency bonus)
Aerojaunt boots
One player from each team is given a pair of Aerojaunt boots
Walk on air - Bonus action
Using one charge the user can walk on air, up to 30 feet in the air. This effect lasts until the end of the player's next turn. If the effect ends while the player is in the air they descend in a straight line on the start of their next turn, using their movement to do so. (for example, if a player was ten feet up, they use 10ft of movement speed the next turn descending)
The boots have one charge. Roll a d6 at the start of your turn. On a 5 or 6 the boots regain one charge if they don't already have one.