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Goat Ball Mechanics

Conditions:
 Each team must have 5 players with each player starting on the opposite ends of the platform
field
 25 platforms spread out in a 5 x5 grid, each platform 5ft gap from the next
 Attack checks made on targets more than 2 platforms away from the attacker’s platform are
made at disadvantage.
 Each member of each team acts on the same turn. Turn switches when possession of the ball
switches.
 Once possession is switched, all reactions and unbalanced statuses (except Dodging) are reset
 Goal of the game is to eliminate all the members of the opposite team first.

Movement during team’s turn:


 moving from one adjacent platform to the one a character is on is automatic
 can choose to move to a platform 2 platforms away from the one a character is on, DC 14 DEX
save
o if fails, unbalanced, disadvantage on strength and dexterity saving throws until team
regains initiative

Actions on initiative:
 Attack - you can use your action to throw ball at an opponent and attempt to knock them off
their platform. Initiate contested Athletics check vs target’s strength save.
o If attacker succeeds, target is unbalanced.
o If attacker succeeds by more than 5, target is out.
 Dodge- advantage to strength and dexterity saving throws until your team regains initiative

Reactions (resets upon switching initiative):


 Intercept- if a character on a platform adjacent to you is attacked, you can make a DC 14
acrobatics check to jump to an open platform also adjacent to the intended target making you
the target of the attack. If the Acrobatics check fails, you are unbalanced.
 Retrieve- After an attack is made, the ball bounces irregularly. All players have the opportunity
to retrieve the ball. All players attempting to retrieve must make contested acrobatics checks.
o Highest check gains possession. On ties, sudden death rerolls will be made.

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