Race & Class: Any official option is allowed. Home‑brew races or classes require DM approval.
Starting Gear: 1 Blue (Rare) 1 Purple (Very Rare) 1 Green (Uncommon) 1 Grey (Common)
Teams & Coaches, Six seats are available. After sign‑up, three contestants and three coaches are selected randomly.
Combat Rounds – The Chaos Die, At the start of every round, the DM rolls 1d4 to set the arena’s combat conditions:
d4 Round Limitation 1 Movement & item interaction only (no attacks, no spells) 2 Melee attacks allowed, plus movement & item interaction 3 Spells allowed, plus movement & item interaction 4 No limits – anything goes!
Coach Abilities, Each coach can use the following powers during the entire one‑shot (once spent, they’re gone):
Ability Uses Effect Reroll 3 total Force any creature (ally or enemy) to reroll a d20 and keep the new result. Inspiration Dice 3 × d10 Add a rolled d10 to any d20 test after seeing the result. Double Power 1 Declare at the start of your contestant’s turn: their next damage roll or spell effect is doubled. Tactical Shift 3 Apply +5 to your contestant’s roll or ‑3 to an enemy’s roll.
Note: Coaches act as strategists from the sidelines—they don’t take turns on the battlefield, but can trigger their abilities at any time the rules allow.
Victory Conditions, The last contestant standing (or the team with the highest tally if objectives are used) claims the championship title and whatever prizes the forge masters have hammered out!
Grab your dice, steel your nerves, and may the flames of the arena temper new legends. (edited)
Forge Fire Clash II – One‑Shot Rules
Level: 14
Race & Class:
Any official option is allowed.
Home‑brew races or classes require DM approval.
Starting Gear:
1 Blue (Rare)
1 Purple (Very Rare)
1 Green (Uncommon)
1 Grey (Common)
Teams & Coaches,
Six seats are available. After sign‑up, three contestants and three coaches are selected randomly.
Combat Rounds – The Chaos Die,
At the start of every round, the DM rolls 1d4 to set the arena’s combat conditions:
d4 Round Limitation
1 Movement & item interaction only (no attacks, no spells)
2 Melee attacks allowed, plus movement & item interaction
3 Spells allowed, plus movement & item interaction
4 No limits – anything goes!
Coach Abilities,
Each coach can use the following powers during the entire one‑shot (once spent, they’re gone):
Ability Uses Effect
Reroll 3 total Force any creature (ally or enemy) to reroll a d20 and keep the new result.
Inspiration Dice 3 × d10 Add a rolled d10 to any d20 test after seeing the result.
Double Power 1 Declare at the start of your contestant’s turn: their next damage roll or spell effect is doubled.
Tactical Shift 3 Apply +5 to your contestant’s roll or ‑3 to an enemy’s roll.
Note: Coaches act as strategists from the sidelines—they don’t take turns on the battlefield, but can trigger their abilities at any time the rules allow.
Victory Conditions,
The last contestant standing (or the team with the highest tally if objectives are used) claims the championship title and whatever prizes the forge masters have hammered out!
Grab your dice, steel your nerves, and may the flames of the arena temper new legends. (edited)
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