You are on page 1of 5

Armwrestling

A Tavern Game for Dungeons & Dragons

Version 1.0

Introduction 1
How to Play 1
Techniques 1
Variations 1
Size Difference 1
Stamina Battle 1
Cheating 2
Slip 2
Magic Cheat 2
Spells 3
Garymere’s Mage Hand 3
Garymere’s Guidance 3
Garymere’s Magic Stone 3
Credits 4
Introduction Techniques

Technique Bonus Modifier

“Ow! You brute, I need that wrist!” Rock +5

Paper +2
- Garymere Wickfin
Scissors +Dexterity Modifier

Armwrestling, a game as old as time. While most The winner is then determined by the total
would think it’s all about raw strength, value, with the highest being declared the
technique is just as important. winner. Should both players choose the same
technique, all modifiers are ignored.
Armwrestling is a “game” played by two players.
The game is commonly played around the If the results are tied, the players remain locked
world, be it in taverns, inns, barracks, or even in their contest and repeat the earlier steps until
classrooms. It is one of the simplest forms of a victor emerges.
battle, allowing one to prove themselves
stronger than their opponent, without risking Variations
too much bodily harm.
Having the average commoner armwrestle with
As with any contest, betting is often involved. a mighty adventurer would probably already
skew the odds heavily in the adventurer’s favor.
How to Play But, other aspects could influence the outcome
of a contest.
The goal of armwrestling is simply to pin the
opponent’s hand down underneath your own. Size Difference
Unlike other games, the only variations As expected, a difference in size would make
encountered are in technique, not rules. quite an impact on the outcome of a contest.
Imagine a fairy attempting to wrestle a giant.
Armwrestling requires two players and a
relatively flat surface to wrestle upon. Any bets
Size Bonus Modifier
made by the players or spectators are agreed
upon before the match starts. Then, both Small (or smaller) -4

players prepare by resting their arms on the Large +4


surface.
Huge +8

The players lock hands, then count down or


Gargantuan (or larger) +12
wait for a signal, and begin their contest, rolling
a d10 and adding their Strength (Athletics) As with all other modifiers, should the players’
modifier. The players then declare their chosen techniques be tied, these will also be ignored.
technique, following the rules of rock, paper,
Stamina Battle
scissors.
To represent a more evenly tied encounter, you
might want to consider using more than one
contest of strength for each round of an
armwrestling match. Having two wrestlers
locked in a stalemate also creates a bit of

1
breathing room that allows for non-players to Illusion magic is often used to deceive the
interact with the match. opponent, but a magic-detecting implement or
spell can thwart most attempts quite easily.
A match begins like normal, but after the first
Other types of magic, even divine ones, can be
contest both players roll a DC10 Constitution
used to grant additional strength or dexterity.
check. Failing the check gives a player
disadvantage on their d10 roll in the next Unfortunately, most magic can only be defeated
contest. with magic, so the average farmer doesn’t stand
a chance.
A player must win 2 contests in a row to win the
match, representing the initial overpowering,
and then pinning down of their opponent.

Cheating

As with any game, cheating is common,


especially when playing on the streets. Being
aware of how to cheat is paramount to avoid
falling victim, as you can keep an eye out for
certain tells. Of course, once you know how to
cheat, it might be tempting to try your luck.

Slip
If the players lose grip of each other’s hands
during the contest, the match will be
considered a tie. So, if you happen to be on the
losing side of a contest, slipping out and forcing
a tie could be a valid alternative. Though it is
against the rules.

Using a bit of sleight-of-hand one could easily


fake a slip. However, it does require a bit of
dexterity to get out of your opponent’s grip.

The only way to counter a sleight-of-hand cheat


is by keeping careful watch of the game… or
intimidating them into playing honestly.

Magic Cheat
While the bigger establishments are quite well
versed in dealing with cheats of arcane nature,
the smaller, newer, and seedier gambling dens
will have fewer defences, often intentionally. Of
course, once a magic cheater has been
discovered they will likely be banned for life, if
not worse.

2
Spells dice before or after making the ability check.
The spell then ends.

To allow for some additional techniques when


Garymere’s Magic Stone
approaching gaming situations, consider
Cantrip Transmutation
adding these spells to your players’ arsenals.
Artificer, Bard, Druid, School of Transmutation,
Garymere’s Mage Hand Warlock

Cantrip Conjuration Casting Time: 1 Bonus Action


Bard, Trickery Domain, The Archfey, Warlock, Range: Touch
Wizard Components: V, S
Duration: 1 Minute
Casting Time: 1 Action
Range: 15 ft. You touch one pebble and imbue it with magic.
Components: C, V, S You or someone else can make an attack with
Duration: Concentration, up to 1 Minute the pebble by throwing it or hurling it with a
sling. If thrown, it has a range of 60 feet. When
An invisible, spectral, floating hand appears at a
used to make an attack, the stone turns into a
point you choose within range. The hand lasts
magic dart that hits a creature of your choice
for the duration or until you dismiss it as an
that you can see within the attack range. The
action. The hand vanishes if it is ever more than
dart deals 1d4 - 1 force damage to its target.
15 feet away from you or if you cast this spell
again. If you cast this spell again, the spell ends early
on any pebbles still affected by it.
You can use your action to control the hand. You
can use the hand to manipulate an object, open
an unlocked door or container, stow or retrieve
an item from an open container, or pour the
contents out of a vial. You can move the hand
up to 30 feet each time you use it.

The hand can't attack, activate magic items, or


carry more than 10 pounds.

Garymere’s Guidance
Cantrip Divination
Artificer, Cleric, Druid, Wizard, The Archfey, The
Genie

Casting Time: 1 Action


Range: Touch
Components: V, S
Duration: Concentration, up to 1 Minute

You touch one willing creature. Once before the


spell ends, the target can roll a d6 twice,
keeping the lowest, and add the number rolled
to one ability check of its choice. It can roll the

3
Credits
DUNGEONS & DRAGONS, D&D, Wizards of the
Coast, Forgotten Realms, Ravenloft, Eberron,
the dragon ampersand, Ravnica, and all other
Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of
the Coast in the USA and other countries.

This work contains material that is copyright


Wizards of the Coast and/or other authors. Such
material is used with permission under the
Community Content Agreement for Dungeon
Masters Guild.

All other original material in this work is


copyright 2024 by Bas Klein and published
under the Community Content Agreement for
Dungeon Masters Guild.

This book was not developed by Wizards of the


Coast LLC. This is a fan work intended to be
used as an extension to, not a replacement of,
the official sourcebooks.

Armwrestling is written and designed by Bas


Klein.

You might also like