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  Table of Contents 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chapter 1: The Game ............................................................................................................................................ 1 
       Quick Rules ...................................................................................................................................................... 1 
       Degrees of Rules ............................................................................................................................................ 2 
       Other Actions ................................................................................................................................................. 3 
  Chapter 2: Character Options .......................................................................................................................... 4 
       Archetypes........................................................................................................................................................ 4 
       Feats .................................................................................................................................................................. 7 
  Chapter 3: Equipment .......................................................................................................................................... 9 
       Armor ................................................................................................................................................................ 9 
       Weapons .......................................................................................................................................................... 10 
       Magic Items ..................................................................................................................................................... 11 
  Chapter 4: Tournaments .................................................................................................................................. 12 
  Chapter 5: Arenas ............................................................................................................................................... 12 
       Example Arenas ............................................................................................................................................. 17 
       Variant Arena Rules ..................................................................................................................................... 22 
  Chapter 6: Teams ................................................................................................................................................ 23 
       Example Teams ............................................................................................................................................... 25 
  Appendix: Game Twists ...................................................................................................................................... 33 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not 
  Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and 
  trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) 
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage Hand Press game product are Open Game 
  Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game 
  Content may be reproduced in any form without written permission. 
  Siegeball Sourcebook is published by Mage Hand Press under the Open Game License version 1.0a. Copyright 2018 Mage Hand Press. All Rights Reserved 
  
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  Quick Rules 
  People in every campaign world need some form of 
  recreational past time, apart from killing monsters and 
  going on quests, of course. Siegeball, a fantasy sport which 
  originated on the /tg/ forums for 3.5 edition, is a perfect fit. 
  It's fun, violent, complements all kinds of characters, and 
  makes clever use of existing game mechanics.  
  The Game 
  Siegeball is a game played between two teams of five 
  players each. Each team has a tower to defend from the 
  other team. Players can't attack the towers directly, 
  however. Instead, there is a single ball which can be used to  
  knock the towers down. A team loses when their tower falls. 
  The Arena 
  The game is played in a walled rectangular arena. 
  Normally, this arena is 125 feet long by 45 feet wide (25 
  squares by 9 squares), though arenas of all sizes and shapes 
  exist. Each team's tower, a 5-foot diameter pillar made of 
  wood or loose stone, is set up 15 feet from each end of the 
  arena lengthwise. Towers have 15 hit points and can only 
  be damaged by the impact of the ball.  
       At higher tiers of play, the tower has more hit points, 
  increasing by 20 hit points when the players reach 5th level 
  (35), 11th level (55), and 17th level (75). 
  The Ball 
  Central to the game of siegeball is the ball, an especially 
  dense sphere of solid rubber or wrapped leather that is 
  pursued by the players. The ball is astoundingly heavy, and 
  players move it by attacking it. Though in some places, 
  players strike the ball with their hands or fists, usually 
  players are given bats, or even more powerful melee 
  weapons, like warhammers and mauls. 
       The ball has an AC of 8 and a pool of Momentum 
  Points, which determine how fast it's moving. 
       Attacking the Ball. When you attack the ball, you can 
  choose to hit it in one of the eight cardinal directions. The 
  ball is immune to poison and psychic damage. On a hit, the 
  ball gains a number of momentum points equal to half the 
  damage dealt to it, rounded down. The ball moves five feet 
  in the chosen direction for each momentum point it has. As 
  it moves, the ball subtracts one momentum point for each 
  five feet it moves until it stops. The ball can collide with 
  wall, objects, or towers.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Chapter 1: The Game 
  
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       Colliding with a Wall. If the ball collides with a wall, it 
  bounces off at an angle corresponding to its direction and 
  continues to move until it stops. 
       Colliding with a Player. If you are not prone, you can 
  use your reaction to hit the ball if it collides with you. To 
  do so, make an attack roll targeting the ball. While moving, 
  the ball has a bonus to its AC equal to its current 
  momentum points. On a hit, roll damage as normal, remove 
  the ball's current momentum points, and send it in a new 
  direction. If you miss, the ball hits you, and you take 
  damage equal to the ball's current momentum points and 
  are knocked prone. 
       If you do not use your reaction to stop the ball, it rolls 
  past you. 
       Colliding with a Tower. If the ball collides with a tower, 
  it deals damage to the tower equal to the ball's current 
  momentum points and then stops. 
  Playing the Game 
  The game begins with a tip-off in the center of the arena. A 
  player from each team makes an attack roll against the ball. 
  The player with the higher attack roll successfully attacks 
  the ball. Players begin within 10 feet and 30 feet of the ball 
  on their side of the arena. 
       Players act in initiative order. If preferable, the GM can 
  choose for the teams to take turns acting, instead of keeping 
  track of the players individually. The game ends when a 
  tower is reduced to 0 hit points. 
       Siegeball is a widely-played sport and the exact rules 
  and standards change wherever the game is played. The 
  only concrete rule of siegeball is not to attack your 
  opponent's tower directly. In most arenas, using magic and 
  attacking players directly are also considered cheating 
  (though this doesn't stop some witches and wizards from 
  influencing the games anyway). However, other behaviors, 
  like shoving opposing players or kicking dirt into their 
  eyes, is tolerated and sometimes even encouraged. 
       In seedier games, siegeball is a violent, high-stakes 
  competition. with spellcasters on both sides attempting to 
  secretly fix the game for their side, while the players try to 
  disguise outright attacks on their opponents as legitimate 
  maneuvers. Bets on siegeball games range from a few 
  silver pieces to bags of gold, and games are particularly 
  cut-throat when fortunes are on the line. 
  Degrees of Rules 
  Different siegeball arenas impose different restrictions on 
  the games they hold, ranging from so-called underground 
  arenas, where blood is more important than sport, to the 
  mainstream arenas, which are funded by kings or other 
  nobility, and thus impose fairly civilized rules. 
       The following are some general types of restrictions that 
  might be imposed on a game: 
       Everything Goes. Magic, deadly weapons, direct attacks 
  on players, and even murder is all allowed in this game. 
  Arenas that play with these rules are typically deemed 
  Blood Arenas by spectators, and their players (which are 
  paid handsomely for surviving) are more like gladiators 
  than professional athletes. Expect these arenas in drow 
  cities, and other evil locales. 
       Everything Goes (Limited). Magic and direct attacks on 
  other players are allowed, but only conventional siegeball 
  weapons are allowed, and outright murder disqualifies a 
  team. These rules are typically held in run-down arenas in 
  less prosperous cities (where new siegeball teams might 
  just get their start.) 
       All Weapons. Weapons of any variety can be used in 
  this game, up to and including massive warhammers and 
  greatswords, but no magic of any sort is allowed. Attacks 
  against other players and illegal magic are penalized by 
  removing the offending players from the field. The entire 
  team is disqualified if its players are removed from the field 
  three times for breaking the rules, or if one of its players 
  outright kills a member of the other team. 
       This variant of the rules is similar to the conventional 
  rules, but allows for spectacular and dangerous weapons 
  (and, of course, more deadly "accidents"). Particularly 
  ravenous crowds flock to these games for the fleeting 
  chance of watching blood being spilled. 
       Limited Magic. Some spells, specifically those which do 
  not directly deal damage to members of the other team, are 
  allowed. At least one player on each team is encouraged to 
  know the spells dispel magic and counterspell. Attacks 
  against other players and illegal magic are penalized by 
  removing the offending players from the field. The entire 
  team is disqualified if its players are removed from the field 
  three times for breaking the rules, or if one of its players 
  outright kills a member of the other team. Teleporting 
  another player mid-game across the continent, however, is 
  allowed.  
       These rules are more common where magic is viewed 
  more favorably as a civilized art, rather than as the trickery 
  of elves and witches. Though the spectators might seem 
  more refined at first glance, they are just as ravenous for 
  the blood and conflict of a good siegeball game. 
       Conventional. Only conventional siegeball weapons are 
  allowed in this game, and all magic is disallowed. Attacks 
  against other players and illegal magic are penalized by 
  removing the offending players from the field. The entire  
  
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  team is disqualified if its players are removed from the field 
  three times for breaking the rules, or if one of its players 
  outright kills a member of the other team. 
       This is the dominant system of rules for the game, 
  practiced in the most prominent siegeball arenas. 
  Other Actions 
  In addition to attacking, dodging, shoving, and dashing, 
  (and occasionally using an item forbidden by the referees), 
  there are a few special actions that players of a siegeball 
  game might take. 
       Attack a Player (Illegally). In the most disreputable 
  games, direct assaults on other players are not only 
  allowed, they’re encouraged. In most games, however, an 
  attack can only be made when the referee isn't looking. 
  When you make an attack on a creature in an arena that 
  doesn't allow direct attacks, make a Dexterity (Stealth) 
  check or a Charisma (Deception) check, contested by the 
  referee's passive Perception score (usually 14). On a 
  success, you attack the player without consequence. On a 
  failure, you are removed from the game for the following 
  round, and reenter the game on a side of the arena near 
  your tower. 
       Shove actions do not incur a penalty. 
       Block. You dig in your heels and hold your ground. You 
  have advantage on any ability check or saving throw you 
  make to resist being moved against your will, and you can 
  use your reaction to attack any ball that moves within 5 feet 
  of you. Additionally, if the ball is within 5 feet of you, 
  creatures you choose have disadvantage on attack rolls 
  against it. 
       Cast a Spell (Illegally). In very high society (especially 
  elven society) certain types of more civilized magic might 
  be allowed in siegeball games, but the vast majority of  
   
  games, any arcana is paramount to cheating. When you cast 
  a spell in an arena that doesn't allow magic, you can make a 
  Dexterity (Stealth) check or a Charisma (Deception) check, 
  contested by the referee's passive Perception score. This 
  roll has advantage if the target is within 5 feet of you, the 
  effect of the spell doesn't include any large audio or visual 
  cues (like certain illusion spells, or spells like gust of wind), 
  or the spell is cast with the sorcerer's Subtle Spell 
  Metamagic. It has disadvantage if the target of the spell is 
  more than 5 feet away from you, or if the effect of the spell 
  has obvious audio or visual effects. On a success, you cast 
  the spell without consequence. On a failure, you are 
  removed from the game for the following round, and 
  reenter the game on a side of the arena near your tower. 
       Inborn magical abilities like a dragonborn's Breath 
  Weapon may or may not count as magic, at the referee's 
  discretion. 
       Follow. When you take this action, choose a creature 
  you can see within 10 feet of you. When that creature 
  moves, you attempt to follow behind it, moving up to your 
  base speed, while remaining the same distance between 
  yourself and the lead creature for the entire duration of the 
  movement. 
       Retire. When you take this action, you remove yourself 
  from the field and sit out the rest of the game. This may be 
  useful to free yourself from danger, but you can no longer 
  help your team. You can use this action to retire an 
  unconscious player within 5 feet of you. 
       Tackle. Performing a tackle is a special variant of 
  shoving a creature. You have advantage on a Strength 
  (Athletics) check contested by the target’s Strength 
  (Athletics) or Dexterity (Acrobatics) check (the target 
  chooses the ability to use). On a success, you and the target 
  are knocked prone in the target's space. 
  
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  ― Archetypes ― 
  Siegeball players are cut from every cloth and can come 
  from any walk of life. Some are ex-adventurers or ex-
  soldiers, who have turned their physical prowess to a 
  (slightly) less violent pastime. Others are lifelong fans of 
  the game, who aspire to fame and fortune in professional 
  play. Others still have ulterior motives, engaging in 
  siegeball games only to sell jax or to achieve a political 
  goal with a team-owner. 
       These archetypes (for the barbarian, fighter, rogue, and 
  wizard, respectively) are tailor-fit for siegeball campaigns. 
  However, characters of any class and race can participate in 
  siegeball, so feel free to experiment when putting a team 
  together.  
  Primal Path 
  Rage burns in every barbarian’s heart, a furnace that drives 
  him or her toward greatness. Different barbarians attribute 
  their rage to different sources, however. For some, it is an 
  internal reservoir where pain, grief, and anger are forged 
  into a fury hard as steel. Others see it as a spiritual blessing, 
  a gift of a totem animal.  
  Path of the Die-Hard 
  For some people, siegeball is just a game. For others, it is a 
  way of life. For a select few, however, it is more than that: 
  for the die-hards, siegeball is a religion. Every team's 
  fanbase has a small hard core of super fanatics―people so 
  utterly devoted to their team that they might fly into 
  berserker rages after seeing them lose. 
       For a die-hard fan, the world is just one massive 
  siegeball arena, which means that they are always ready for 
  explosive, violent action, particularly against die-hard 
  supporters of rival teams! 
  Master Improviser 
  Starting at 3rd level, you are an expert in ripping up the 
  scenery and turning it into weaponry. You have proficiency 
  with all improvised weapons. When you wield an 
  improvised weapon, its damage die is 1d8 if wielded in one 
  hand, 1d10 if wielded in two hands, and 1d6 if thrown as a 
  projectile. 
       Furthermore, you can employ found objects as 
  improvised shields, which function exactly like normal 
  shields for you. 
  Flare 
  Also at 3rd level, you make sure to always carry a number 
  of signal flares on your person. These can be thrown up to 
  60 feet away as an action, causing a 20-foot radius sphere 
  around the point of impact to fill with smoke, which 
  spreads around corners. The area is heavily obscured for 1 
  minute, or until the smoke is dispersed by a moderate (at 
  least 10 miles per hour) wind. 
       You can carry a number of flares equal to your 
  Constitution modifier, and restock your expended flares 
  when you complete a long rest. 
  Pick a Fight 
  At 6th level, when you enter a rage, you can pick a fight 
  with one creature you can see within 60 feet of you. For the 
  duration of the rage, that creature has disadvantage on 
  attack rolls against any target other than you. 
  Casual Attire 
  At 10th level, as long as you are not wearing armor, you 
  have advantage on any checks made to disguise yourself as 
  a member of a hostile group. 
  Knee-Capper 
  Also at 10th level, as a bonus action when you hit a 
  Medium or smaller creature while raging, you can strike its 
  knees, halving its speed until the beginning of your next 
  turn. Creatures that do not have knees or similar joints (or 
  have more than two legs) are unaffected by this ability. 
  This attack does not add your Rage bonus damage to this 
  attack. 
  Mob Mentality 
  By 14th level, it only takes you and a few other ultra-fans 
  to start a riot. While raging, friendly creatures you choose 
  within 5 feet of you can add your Rage bonus damage to 
  their melee weapon attacks. 
  Martial Archetype 
  Different fighters choose different approaches to perfecting 
  their fighting prowess. The martial archetype you choose to 
  emulate reflects your approach. 
  Star Player 
  Prerequisite: Proficiency in Athletics 
  Some siegeball players are born to make it into the history 
  books. Thanks to tireless practice and exercise, they can 
  outrun, outlast, and outplay their competition consistently. 
  Chapter 2: Chapter Options 
  
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  Normally, a team only needs one archetypical star player to 
  have a historic season, since such a player can carry even a 
  mediocre to the highest rungs of a tournament. Though 
  these incredible athletes might find success in other areas, 
  from dungeoneering to military service, they are most at 
  home in a siegeball arena, knocking down towers and 
  players alike. 
  Undefeatable Athlete 
  By 3rd level, your sporting prowess is legendary. You can 
  add double your proficiency bonus to Strength (Athletics) 
  checks you make. 
   
   
   
   
       Additionally, you have advantage on saving throws you 
  make against becoming exhausted. 
  Legendary Feat 
  At 3rd level, when you make a Strength check, saving 
  throw, or an attack roll with a melee weapon that you make 
  using Strength, you can reroll the die and must use the new 
  roll. Once you use this ability, you can't use it again until 
  you finish a long rest. Starting at 15th level, you can use 
  this ability again when you finish a short or long rest. 
  World Renown 
  By 7th level, your athletic reputation precedes you 
  wherever you travel. You have advantage on Charisma 
  (Persuasion) checks you make against creatures that 
  have heard of your sporting history. 
  Well of Fortune 
  Starting at 10th level, you have 1 luck point, which 
  you can spend to gain advantage on an ability 
  check, attack roll, or saving throw. You can only 
  have one luck point at a time and regain your 
  luck point when you finish a long rest. 
       You can also regain your luck point by 
  saving up your luck from fortunate events. 
  When you score a critical hit on an attack 
  roll against a hostile creature, you can 
  choose to make it a normal hit and gain a 
  luck point instead. The attack still hits, but 
  does not deal critical damage. 
       Starting at 18th level, when you spend a 
  luck point on a roll, you can 
  treat the d20 roll as a 20. 
  Extraordinary 
  Athletics 
  Starting at 15th level, you can 
  consistently outperform your 
  opponents. Whenever you make a 
  Strength check, you can treat a d20 roll 
  of 9 or lower as a 10. Additionally, melee 
  weapon attacks that you make using Strength do 
  not automatically miss when you roll a 1. 
  Roguish Archetype 
  Rogues have many features in common, including their 
  emphasis on perfecting their skills, their precise and deadly 
  approach to combat, and their increasingly quick reflexes. 
  But different rogues steer those talents in varying 
  directions, embodied by the rogue archetypes. Your choice 
  
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  of archetype is a reflection of your focus—not necessarily 
  an indication of your chosen profession, but a description 
  of your preferred techniques. 
  Dirty Player 
  Not everyone in siegeball plays fair. In fact, some players 
  are known for their propensity for rules breaking. When a 
  slide-tackle or direct attack goes unpunished, a player 
  sneaks a shiv into a game, or some other disreputable act 
  gets past a referee's watch, you can be certain that the 
  offending player is a Dirty Player. Such players are valued 
  for their ability to bruise the opposing team, taking the 
  punishment for illegal plays while the rest of their team 
  profits off their misdeeds. Though dirty players are loathed 
  by fans, they are nonetheless a vital part of the highest and 
  lowest levels of strategy in the game. 
  Unsporting Action 
  Starting when you choose this archetype at 3rd level, you 
  can use your bonus action to take the Block or Follow 
  action, or to attempt to Tackle a creature of Medium size or 
  smaller. These actions are detailed in the Other Actions 
  section. 
  Subtle Strike 
  Also at 3rd level, you've mastered the skill of harming 
  someone in plain sight. When you make a melee Sneak 
  Attack against a creature, you can forfeit your additional 
  damage to completely conceal the attack. Creatures more 
  than 5 feet away from the target merely see you draw close 
  to the target―they do not see your weapon, an attack, or 
  immediate evidence of the attack. 
       In a siegeball game, you can use a Subtle Strike to 
  automatically succeed on the Dexterity (Stealth) check 
  made to attack a player illegally. 
       Additionally, you can make Sneak Attacks with 
  unarmed strikes. 
  Theatrical Dive 
  By 9th level, you've mastered the art of exaggerating the 
  blows you take. You can use your reaction when you take 
  damage to feign taking a mortal blow. You fall prone and 
  make a Charisma (Deception) check, with advantage, 
  contested by the Wisdom (Insight) check of each creature 
  that sees you fall. If you succeed against a creature, that 
  creature believes that you have dropped to 0 hit points, and 
  will act accordingly. 
       In a siegeball game, this may result in a penalty to an 
  opposing player. 
  Feinting Move 
  Starting at 13th level, your slippery positioning and sudden 
  shifts in direction can trip up even experienced opponents. 
  When you move, you can use your bonus action and use 10 
  feet of your movement to feint a creature within 10 feet of 
  you. Choose one of the following effects: 
  • That creature can't take reactions until the start of your 
  next turn. 
  • The next attack roll made against that creature by a 
  creature other than yourself has advantage.  
  • The creature has disadvantage on all Wisdom checks 
  and saving throws until the beginning of your next turn. 
  Low Blow 
  At 17th level, whenever you hit a Large or smaller creature 
  with a Sneak Attack, you can knock the target prone. 
  Arcane Tradition 
  The study of wizardry is ancient, stretching back to the 
  earliest mortal discoveries of magic. It is firmly established 
  in the worlds of D&D, with various traditions dedicated to 
  its complex study. The most common arcane traditions in 
  the multiverse revolve around the schools of magic. 
  Wizards through the ages have cataloged thousands of 
  spells, grouping them into categories called schools. In 
  some places, these traditions are literally schools; a wizard 
  might study at the School of Illusion while another studies 
  across town at the School of Enchantment. In other 
  institutions, the schools are more like academic 
  departments, with rival faculties competing for students and 
  funding. Even wizards who train apprentices in the solitude 
  of their own towers use the division of magic into schools 
  as a learning device, since the spells of each school require 
  mastery of different techniques. 
  School of Charade 
  Spellcasters are distrusted in almost as many places as 
  they're welcome. After all, it's hard to blame people for 
  being suspicious of those who can summon fire from their 
  fingertips or animate the dead in their graves. Wizards who 
  adopt the School of Charade, therefore, use illusions and 
  enchantments to disguise their magic entirely, walking 
  among others as if they were simple mundane folk. These 
  spellcasters can find success almost anywhere, disguising 
  their magical talent as any number of other useful skills, 
  from craftsmanship, to trade, and even to sports like 
  siegeball. Only in the direst circumstance to these wizards 
  drop their façade; the element of surprise is their greatest 
  advantage. 
  
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  Furtive Spellcaster 
  Starting when you choose this school at 2nd level, you 
  completely hide your wizardly nature. You gain proficiency 
  in Deception and you can add your Intelligence modifier, 
  instead of your Charisma modifier, to Charisma 
  (Deception) checks you make. 
       You can disguise your spellbook and arcane focus as 
  other objects, if you choose. 
       Additionally, whenever a humanoid that does not know 
  you are a spellcaster makes a saving throw against a spell 
  that you cast, you can choose for it to gain disadvantage on 
  the save. If you do so, the target knows that you are the 
  source of the spell. Once you use this ability, you can't use 
  it again until you finish a long rest. 
  Concealed Spell 
  At 2nd level, you can suppress the visual effects of wizard 
  cantrips you cast. If a cantrip would have a visual 
  manifestation, such as the spectral hand of a mage hand 
  cantrip or a fire bolt's mote of flame, it is instead rendered 
  invisible. The effects of the spell on its environment, such 
  as objects moved by mage hand or those set aflame by fire 
  bolt, are still visible. Other effects of the spells, such as the 
  sound of their casting or creatures summoned by the effects 
  of the spell, are unaffected. 
       When you cast a spell in this way, you must still provide 
  material components, but somatic and verbal components 
  that you provide can be disguised. You can make a 
  Charisma (Deception) check, opposed by the Wisdom 
  (Perception) check of any creature that watches you cast 
  the spell. If you succeed, the somatic and verbal 
  components are disguised in any manner that you choose. 
       As you gain higher levels in this class, you can conceal 
  the effects of higher level wizard spells, as shown on the 
  table below. 
  Wizard Level 
  Spells 
  3rd 
  1st 
  5th 
  2nd 
  9th 
  3rd 
  13th 
  4th 
  17th 
  5th 
  Alibi 
  Starting at 6th level, you can make a persistent illusory 
  duplicate of yourself that will pretend to perform mundane 
  tasks while you are elsewhere. This duplicate seems 
  completely real, including sounds, smells, and temperature  
   
   
  appropriate to the task depicted. Physical interaction with 
  the duplicate reveals it to be an illusion, however, because 
  things can pass through it. 
       If the duplicate is spoken to, you can hear what is said to 
  it and respond mentally; the duplicate speaks your response 
  aloud. You can also use your action to command the 
  duplicate to move around, but it disappears if it moves 
  more than 30 feet from where it is created. This duplicate 
  lasts for 8 hours, or until you dismiss it (no action 
  required.) Once you create a duplicate, you can't do so 
  again until you finish a long rest. 
  Subtle Magic 
  Starting at 10th level, you can cast any wizard spell without 
  providing somatic components or verbal components (your 
  choice when you cast the spell). 
  Forgetting Glance 
  By 14th level, you've mastered a technique to muddle the 
  memories of those who have learned your arcane secret. As 
  an action, you can glare at a creature you can see within 60 
  feet of you who can also see you. This creature must make 
  a Wisdom saving throw against your spell save DC. On a 
  failed save, the target forgets the events of the last minute, 
  and has disadvantage on attack rolls and ability checks on 
  its next turn, owing to the vertigo of having one's memories 
  tempered with. 
       Once you use this ability, you can’t use it again until 
  you finish a short or long rest. 
  ― Feats ― 
  A feat represents a talent or an area of expertise that gives a 
  character special capabilities. It embodies training, 
  experience, and abilities beyond what a class provides. 
       At certain levels, your class gives you the Ability Score 
  Improvement feature. Using the optional feats rule, you can 
  forgo taking that feature to take a feat of your choice 
  instead. You can take each feat only once, unless the feat’s 
  description says otherwise. 
       You must meet any prerequisite specified in a feat to 
  take that feat. If you ever lose a feat’s prerequisite, you 
  can’t use that feat until you regain the prerequisite. 
       Siegeball tournament competitors, retired siegeball 
  players, and dungeoneers might find the following feats 
  useful. After all, the same skills that make a world-class 
  siegeball player could also serve a daring adventurer or a 
  gritty tomb-robber in their line of work. 
  
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  Blocker 
  Prerequisite: Constitution 13 or higher 
  When an entire siegeball team charges to the other end of 
  the arena, a quick victory for one side or the other is 
  assured. The safer strategy (and the one most often 
  employed) is to designate one or two player as blockers, 
  who hang back by the tower or by mid-field to ensure that 
  an errant ball doesn't fly past the team's defenses. Blockers 
  need to be steadfast and powerful, capable of knocking a 
  ball to the other side of the field when need be, and gain the 
  following benefits: 
  • You can take the Block action as a bonus action on 
  your turn. 
  • You take half damage from siegeballs that hit you. 
  • In a pinch, you can dive in the way of a shot. When an 
  ally within 10 feet of you is hit by an attack or fails a 
  Dexterity saving throw, or when a siegeball is about to 
  hit your tower, you can use your reaction to dive in 
  front of the shot. You move adjacent to your ally or 
  tower and take the damage instead of the original 
  target. If you jumped more than 5 feet to intercept the 
  effect, you fall prone. You can use this ability once in 
  each siegeball game, but can use it as often as you wish 
  outside of siegeball games. 
  Disguised Spellcaster 
  Prerequisite: Spellcasting feature 
  In many public places, spellcasters simply aren't welcome. 
  However, you've refined an ingenious disguise that 
  conceals your magic within ordinary objects. You gain the 
  following benefits: 
  • Increase your Intelligence, Wisdom, or Charisma score 
  by 1, to a maximum of 20.  
  • When you cast a cantrip that requires a spell attack roll, 
  you can disguise its casting (including its spell 
  components) and effects as if it were a melee weapon 
  attack. To do this, you must be holding a melee weapon 
  and must target a creature within 5 feet of you. You 
  don't have disadvantage on this spell attack roll for a 
  hostile creature being within 5 feet of you. The effects 
  of the spell are completely invisible, appearing as if 
  you instead delivered a mighty blow with the weapon.  
  Showman 
  Though many siegeball players are dedicated athletes, 
  placing all their attention on the game at hand, some relish 
  in appeasing the crowd, curring their favor and performing 
  stunts. You gain the following benefits: 
  • Increase your Charisma score by 1, to a maximum of 
  20.  
  • You gain proficiency in the Performance skill. If you 
  are already proficient in the skill, you add double your 
  proficiency bonus to checks you make with it. 
  • If there is a non-combative audience watching you 
  fight, once per turn, you can gain a bonus to an ability 
  check or attack roll equal to the number of people in 
  the audience, up to a maximum of your Charisma 
  modifier. You can use this ability three times, and 
  regain all expended uses when you finish a long rest. 
  Striker 
  Prerequisite: Strength 13 or higher 
  In siegeball, strikers are players who play offensively, 
  pursuing the ball and making shots at the opposing tower, 
  while others on the team hang back and defend. Such 
  players need high stamina and a thunderous strike, and gain 
  the following benefits: 
  • You gain proficiency with all siegeball weapons. 
  • Whenever you hit a siegeball, it gains a +2 bonus to its 
  momentum points. 
  • When you roll damage for a melee weapon attack, you 
  can choose one of the attack’s damage dice and 
  maximize it. Once you use this ability, you can’t use it 
  again until you finish a long rest. 
  Team Coordination 
  An entire team of all-star champions can easily lose a 
  siegeball game against a well-coordinated team of rookies. 
  You know that careful passes and clever tactics always 
  count more than raw might, and as such, you gain the 
  following benefits: 
  • Increase your Wisdom score by 1, to a maximum of 20. 
  • You can effortlessly pass the siegeball to your 
  teammates. When you make a melee weapon attack 
  against a siegeball, you can choose to make it a pass. 
  The ball must be directed to collide with one of your 
  allies. You then automatically hit the ball, requiring no 
  attack roll, and the ball does not deal damage to your 
  ally when it collides with them. 
  • When you roll initiative, you can switch your place in 
  initiative order with one willing ally that has also rolled 
  initiative. Additionally, that ally has advantage on the 
  first attack roll it makes its first round of combat. 
  
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  In many ways, the game of siegeball is inseparable from 
  the bats, clubs, and armor it is played with. While the game 
  can certainly be played with bare fists, players everywhere 
  generally wear a team uniform and a set of equipment. This 
  equipment varies from the heavy plate armor and 
  greatswords allowed in some arenas, to the siegeball gear 
  and bats that the professional leagues have adopted as 
  standard, but it always protects from impact and allows the 
  player to strike the ball harder and further. 
  Armor 
  Because siegeball is a full-contact sport, most athletes rely 
  on sturdy, dependable gear to achieve a long career. The 
  specifics of siegeball gear may vary, but all are designed 
  from the same framework as conventional armor, fitting 
  hardened leather and metal plates strategically to mitigate 
  impact. Chiefly, however, siegeball gear places a focus on 
  mobility, and so tends to be lighter and more flexible than 
  contemporary armor, if not less protective. 
  Armor Descriptions 
  New armor designed for the game of siegeball is 
  described here. 
       Siegeball Gear. This set of leather equipment, 
  which includes a padded helmet, sturdy gloves, 
  elbow and kneepads, and a few protective  
  guards, is standard attire for most 
  siegeball players. It balances light 
  weight and flexibility with some 
  impact resistance, but does little to 
  protect an athlete from twisted or 
  overextended joints. 
       Spiked Gear. Festooned with iron 
  spikes on its shoulder pads, helmets, 
  and kneepads, this siegeball gear is  
  lethal in its own right, and is used 
   
   
   
   
   
   
   
   
   
   
   
  mostly in underground arenas. When you tackle or are 
  tackled by another creature while wearing this armor, you 
  deal piercing damage equal to your Strength modifier to 
  that creature.  
       Padded Siegeball Gear. With greater padding and 
  armored plates protecting the most vital areas, this version 
  of siegeball armor trades portability for protection. Heftier 
  players, who are more effective using their bodies as 
  battering rams, are likely to appreciate the extra protection. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Armor 
  Armor 
  Cost 
  Armor Class (AC) 
  Strength 
  Stealth 
  Weight 
  Light Armor 
  Siegeball Gear 
  25 gp 
  12 + Dexterity modifier 
  ― 
  ― 
  12 lb. 
  Medium Armor 
  Padded Siegeball Armor 
  50 gp 
  14 + Dexterity modifier (max 2) 
  ― 
  ― 
  18 lb. 
  Heavy Armor 
  Spiked Gear 
  75 gp 
  16 
  Str 13 
  Disadvantage 
  35 lb. 
  Weapons 
  Weapon 
  Cost 
  Damage 
  Weight 
  Properties 
  Simple Weapons 
  Siege Baton 
  1 gp 
  1d4 bludgeoning 
  2 lb. 
  Finesse, light 
  Siege Bat 
  2 gp 
  1d8 bludgeoning 
  3 lb. 
  Finesse, two-handed 
  Martial Weapon 
  Siege Club 
  6 gp 
  1d12 bludgeoning 
  6 lb. 
  Heavy, two-handed 
  Other 
  Spiked Ball 
  2 gp 
  ― 
  4 lb. 
  Special 
  Chapter 3: Equipment 
  
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  Weapons 
  One of siegeball's biggest attractions is the bewildering 
  variety of weapons used across the game. Some variants of 
  the game allow all manner of lethal weapons, which 
  increases this variety (as well as the danger posed to 
  players) tenfold. But even in regulated games, where the 
  types of weapons are more strictly controlled, siegeball 
  allows for multiple weapon types, selected from the 
  following options. 
  Weapon Descriptions 
  The following weapons are used almost exclusively in 
  games of siegeball. 
       Siege Baton. A three-foot long cylindrical bat with a 
  short, padded handle, the siege baton is the lightest weapon 
  allowed in most siegeball games. It is normally favored by 
  those dexterous enough to effectively brandish one in each 
  hand, allowing them to use both batons to strike the ball at 
  once, or to strike the ball twice as often, allowing for 
  greater maneuverability across the arena. 
       Siege Bat. A cylindrical club exceeding four feet in 
  length, with an impressive heft, the siege bat is the standard 
  weapon used in siegeball games. Most tournaments have 
  adopted standard rules as to a bat's composition, weight, 
  and length, with the mass and balance of a bat. Usually, in 
  compliance with these rules, a siege bat's weight and 
  balance is augmented by a lead mass installed near its far 
  end, where the bat is also thicker and reinforced by an iron 
  band. 
       Siege Club. A weapon only for the stoutest of athletes, 
  the siege club is a two-handed club of immense size and 
  weight. Designed with a wedge-shape for both a wide 
  blocking and striking surface, almost all siege clubs are 
  built with a lead core running their length to increase their 
  heft. Even with a series of iron bands reinforcing it, siege 
  clubs are known to smash mid-game under the force of 
  intense strikes and powerful blocks. 
       Spiked Ball. Though it is less a weapon, and more a 
  piece of game equipment, the spiked ball can be lethal all 
  the same. Its surface is covered in broad half-inch long 
  metal studs that tear up the turf and break bones on impact. 
  Weapon Properties 
  Many weapons have special properties related to their use, 
  as shown in the Weapons table. 
       Finesse. When making an attack with a finesse weapon, 
  you use your choice of your Strength or Dexterity modifier 
  for the attack and damage rolls. You must use the same 
  modifier for both rolls. 
       Heavy. Small creatures have disadvantage on attack 
  rolls with heavy weapons. A heavy weapon’s size and bulk 
  make it too large for a Small creature to use effectively. 
       Light. A light weapon is small and easy to handle, 
  making it ideal for use when fighting with two weapons. 
       Two-Handed. This weapon requires two hands when 
  you attack with it. 
  Special Property 
  The spiked siegeball has the following special property: 
       Spiked Ball. The spiked siegeball deals double damage 
  to creatures it hits. 
  Jax 
  Technically, jax is a poison, and an exceptionally lethal one 
  at that, but observant poisoners realized that, in minuscule 
  doses, it can instead confer inhuman strength and durability 
  for a short time (side effects notwithstanding.) Taken 
  persistently, or in larger doses, the poison becomes lethal 
  again. 
       Since this discovery, the ability-enhancing properties of 
  jax were exploited in seedier siegeball arenas, but the 
  Championship Committee has banned the substance in 
  short order. Despite this, jax usage permeates the 
  underground tournament circuit, and even teams at the 
  highest level of competition are rumored to indulge in jax 
  before games. 
  
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  Magic Items 
  These magic items are awarded as trophies of hard-fought 
  victories, or are used as integral secret weapons to swing a 
  close siegeball game. Depending on the tournament and 
  referee (and GM preference), magic items might be banned, 
  encouraged, or only used behind the referee’s back in a 
  game. Regardless, these items grant a decisive advantage to 
  whichever team benefits from them. 
       To provide some extra challenge, the GM can equip an 
  entire opposing team with fleet cleats or grant the two 
  strongest players a pair of thunderbats. Or, to mix in some 
  intrigue, perhaps a bookie’s ball has been snuck into the 
  game, the enemy team has secretly been using jax, or 
  someone on the enemy team has possession of a 
  champion’s ring. 
  Ball Magnet 
  Wondrous item, uncommon (requires attunement) 
  This magical belt has 4 charges and regains 1d4 expended 
  charges daily at dawn. As a reaction when a siegeball 
  within 120 feet of you is hit into motion, you can use your 
  reaction to press a button on the belt's prominent red and 
  white buckle. The ball maintains its momentum points, but 
  its direction of motion instead aims directly toward you. 
  Bookie's Ball 
  Wondrous item, rare 
  Popular among unscrupulous bet-takers for its ability to 
  swing a close game, this enchanted siegeball ball unfairly 
  targets one team. When you speak a command word as an 
  action, you can designate one team of a siegeball game: this 
  ball deals double damage to that team and their tower, and 
  half damage to the opposing team and their tower. 
  Bull's Ring 
  Wondrous item, rare (requires attunement) 
  This magical ring has 6 charges and regains 1d6 expended 
  charges daily at dawn. You can expend 1 charge as an action 
  to launch forward in a 20-foot line. This movement is always 
  horizontal, even if it causes you to travel through the air. At 
  the end of that movement, or when you reach an obstacle, 
  you can make one melee weapon attack with advantage, and 
  deal an additional 1d12 force damage on a hit. 
  Champion’s Ring 
  Ring, very rare (requires attunement) 
  This magic ring, which is awarded to each player that wins 
  a Siegeball Championship, has 3 charges, and regains 1 
  charge daily at dawn. As a reaction when you make an 
  ability check or saving throw (but before you know the 
  result of the roll), you can spend 1 of the ring’s charges to 
  gain a +10 bonus on that roll. 
  Fleet Cleats 
  Wondrous item, uncommon (requires attunement) 
  While attuned to these shoes, which have exceptional 
  traction due to their spiked soles, your walking speed 
  increases by 10 feet and you ignore nonmagical difficult 
  terrain. 
  Jax 
  Potion, uncommon 
  Rather than being drank, this tiny vial of orange, brackish 
  liquid is injected directly into the body of a willing creature 
  as an action. Once injected, for 1 hour, you gain a +4 bonus 
  to your Strength, Dexterity, and Constitution scores, and 
  the maximums of these scores is increased by 4. However, 
  your maximum hit points are permanently reduced by 1d4. 
  No means, short of a greater restoration or wish spell, can 
  restore hit points lost in this way. 
       You can use more than one dose of jax at once, and its 
  benefits stack for the 1-hour duration. However, you still 
  suffer the reduction to your maximum hit point each time 
  you take an additional dose, and you must make a DC 16 
  Constitution saving throw after each dose or be poisoned 
  for the duration. Taking more than three doses at one time 
  causes an overdose: you are reduced to 0 hit points, and 
  your maximum hit points are decreased by 1d12. 
  Thunderbat 
  Weapon (siege bat), uncommon (requires attunement) 
  You have a +1 bonus to attack and damage rolls made with 
  this magic weapon. Additionally, this magic weapon has 6 
  charges, and regains 1d6 expended charges daily at dawn. 
  As an action, you can spend up to 3 of this weapon's 
  charges to cast the spell thunderwave (DC 13) at a level 
  equal to the number of charges expended. 
  Referee’s Whistle 
  Wondrous item, rare 
  When you blow this whistle as an action, you cast the spell 
  hold person (DC 15) targeting each creature you choose 
  within 60 feet. Once the whistle is used, it can’t be used 
  again until the next dawn. 
  Titan’s Gear 
  Armor (spiked gear), rare 
  While you’re wearing this armor, you can use your bonus 
  action to make a shove attempt with advantage. 
  Additionally, you can’t be moved against your will. 
  
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  Though individual, one-off siegeball games are held 
  regularly, there's nothing so spectacular as a tournament: 
  the thrill of rising to the top, the sting of defeat, and the lure 
  of a grand prize and lasting glory. Few other things bring 
  out spectators and players alike in droves. The grandeur of 
  such tournaments is integral to siegeball on a grand scale, 
  as they bring far-flung teams together, expand the sport's 
  scope to a national stage, and unite players and spectators 
  in a single, grand competition. 
  Tournaments as 
  Campaigns 
  One of the more obvious uses for a siegeball tournament is 
  as a wrapper for an entire campaign, as the two match 
  exceedingly well. Campaigns involving siegeball feel very 
  different depending on the party's level, adopting different 
  themes, goals, and villains as the party progresses. This 
  section will cover three different types of siegeball 
  tournament campaigns: 
  Low-Level Campaigns 
  Before 5th level, siegeball campaigns are bound to be gritty 
  affairs of underground tournaments taking place in 
  dangerous arenas. Until the party achieves enough notoriety 
  to be noticed by a siegeball scout, every day is a struggle 
  for survival. Brutal enemy teams leave them battered and 
  bruised after every game, and lethal weapons, like 
  warhammers, are introduced regularly. Each game risks life 
  and death, in addition to lifechanging glory. 
       The party's coach (or owner, as the case may be) will 
  likely be an antagonist in this type of campaign, acting as a 
  driving force to push the party toward ever more dangerous 
  games, while paying them as little as possible and ensuring 
  they can’t escape. The coach is more obsessed with money 
  than safety and may even place bets against the party in 
  their most perilous games. 
       The competitors at this level are a combination of the 
  underprivileged athletes with big dreams and criminally 
  violent players that could never advance higher in the 
  game, due to their contempt for authority. A team made 
  exclusively of this latter group might not fare well against 
  the party in winning a game of siegeball, but could easily 
  kill one of them mid-game. 
  Medium-Level Campaigns 
  When the party finally attains a modicum of success in the 
  underground siegeball arenas, they'll likely be spotted by a 
  siegeball recruiter for a medium or large city and be signed 
  on a long-term contract. Right away, they'll be gifted new 
  uniforms and equipment, and will be placed in a 
  tournament against vastly more professional teams. With 
  enough skill and daring, the party might rise to the top of 
  their first professional siegeball tournament to become the 
  underdogs with a shot at the top. 
       Traveling from city to city for siegeball games gives the 
  party a chance to explore the campaign world and opens up 
  possibilities for roadside encounters and diversions from 
  the main tournament. Any distraction that seriously injures 
  a party member or delays the party from reaching the 
  stadium in time could endanger their careers as well, so 
  even sidequests have a measure of potential risk. 
       At this level of the campaign, the ruthlessly competitive 
  opposing teams will rise to become the chief antagonists. 
  This is a great place to insert an experienced rival team 
  who are favored to win the tournament as a foil to the 
  party's underdog standing. Other interesting teams with 
  strong gimmicks are key to padding out the tournament 
  before the final game. 
       Of course, it's possible that the party might find 
  interesting offers coming in from private siegeball 
  arrangements, where 'no rules' games are played behind 
  closed doors for a select audience. These games are 
  patently unsafe, and those arranging them seem very 
  suspect, but the lavish pay is enticing nonetheless. 
       Lastly, this period of the campaign sees the party 
  achieving their first real fame: they'll be recognized on the 
  street and be asked to sign autographs by die-hard siegeball 
  fans. They're not going to be mobbed by the adoring public 
  quite yet, but this might nonetheless go to their heads. 
  High-Level Campaigns 
  At the highest-level campaigns, the party, who have been 
  playing professional siegeball for some time, is selected by 
  the Championship Committee for inclusion in the Siegeball 
  Championship, the most prestigious tournament anywhere. 
  This is a make-or-break moment in their careers―a single 
  shot at legendary status. 
       The first obstacle is not the tournament itself, but the 
  steep entry fee. The party might have to sell most of their 
  belongings or accept a dangerous loan to compete. 
  Chapter 4: Tournaments 
  
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  Whatever solution they find, a lot will be riding on them 
  winning a cash prize in the Championship. 
       When the tournament begins in earnest, the party will 
  compete against the most experienced teams in the world, 
  each of which desperately wants to win the tournament. 
  Each game will be a nail-biting struggle of wills, and the 
  party will need every trick they know to succeed. 
       Additionally, the Championship tends to attract 
  contenders from much further afield, including a host of 
  non-humanoid teams. Teams of djinni and efreeti travel 
  from the Elemental Planes to compete, and a team of 
  driders always rises from to represent the underworld in the 
  competition. Sahuagin, lizardfolk, and fey creatures travel 
  from their homelands to compete. Sometimes, even a duo 
  of giants enter the competition, wielding a siege club in 
  each hand. 
       Between games is a long, nervous period of practice 
  matches, punctuated by intrigue. Sprawling conspiracies 
  surround the Championship, from hazardous, illegal drugs 
  being taken by other players to enhance their speed and 
  strength, to sinister donors that have entered new teams in 
  the tournament for mysterious reasons, to plots to sabotage 
  the party's chances of victory. If the party wants any chance 
  of winning, investigating and exposing these schemes is 
  critical. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
       At this level, the party can be considered superstars. 
  Ordinary people get starstruck around them (even those 
  who don't follow siegeball), and they find it hard to push 
  through crowds before games. While this makes covert 
  activity difficult, it also means that common folks will 
  probably help the party in small ways if asked. 
  Setting up a 
  Tournament 
  Though tournaments are the lifeblood of career siegeball 
  teams, there exists no one perfect way of conducting them. 
  Each method of arranging a tournament has radical pros 
  and cons, though most attempt to strike a balance between 
  audience tension and accurate assessment of skill. The 
  following tournament designs are often used for siegeball: 
  Single Elimination 
  By far the simplest and shortest tournament is the single-
  elimination bracket. In this tournament, teams are randomly 
  paired off on a pyramid, and losers are eliminated from the 
  tournament. Winners advance to the next round until only 
  one team remains. 
       Though this tournament's design is attractive due to its 
  simplicity, it suffers from some limitations. When  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  spectators follow only a single team, they are unlikely to 
  return after their team is eliminated; a result that is 
  extremely likely when half of the competing teams are 
  eliminated every round. Also, skilled teams can be 
  eliminated early after only a single bad match, leading to 
  upsets where the players blame the loss of an entire 
  tournament on a single bad play or referee call. 
       Despite its drawbacks, single elimination tournaments 
  remain the favorite among orcish and goblinoid teams, 
  perhaps because it doesn't hinder a tournament's 
  progression if half of a losing team is killed during a game. 
  Double Elimination 
  A popular alternative to the single elimination tournament 
  is the double elimination. This bracket proceeds like the 
  single elimination bracket, except that losers are added to a 
  loser's bracket, where they compete against each other. The 
  final team remaining in the loser's bracket goes on to play 
  the victor of the winner's bracket in the finals. This design 
  ensures that teams play at least two games each, and that a 
  single poor game doesn't condemn an otherwise superlative 
  team. 
  Multilevel 
  A natural extension to the double elimination design, 
  multilevel tournaments begin with all contending teams at 
  the same "level", with a tournament score equal to the 
  number of contending teams. A team gains one point on a 
  victory, and loses one point on a defeat, and plays only 
  other teams with the same tournament score as themselves, 
  continuing until no two teams are on the same level (or 
  until only one team is the victor, depending on the specific 
  rules.) 
       This design ensures that competitors play a roughly 
  equal number of games, and that a maximum number of 
  competitions happen at one time. Additionally, it's likely 
  that teams will be more evenly matched for skill after a few 
  rounds. 
  Round-Robin 
  In a round-robin game, each competing team plays each 
  other in sequence; the team with the greatest number of 
  victories wins or goes to a tie-breaker game. This is easily 
  the fairest way of determining a victor, since every possible 
  matchup in a tournament is played out, but it has yet to 
  catch on in the national siegeball stage. Part of the reason 
  might be that players are accustomed to the thrill of 
  elimination, and the natural progression of more skilled 
  teams matching against one another as the brackets become 
  smaller. Whatever the reason, few leagues (except for elven 
  leagues) employ this type of tournament. 
  Siegeball 
  Championship 
  The annual Siegeball Championship League, held for the 
  better part of a millennium, enjoys the largest scale and 
  most prestigious prizes of any siegeball tournament. Taking 
  part over a season, its athletes travel from city to city, 
  competing in matches to separate the wheat from the chaff. 
       At its conclusion, only one team may win the 
  Siegebowl, and claim its grand prize (normally an 
  impressive quantity of gold and a set of champion’s rings). 
  Perhaps more importantly, Championship victors claim 
  legendary sports status for all time, and are enshrined in the 
  Hall of Victors, an immortal dedication to champions 
  throughout the ages. 
       The Championship is a double-elimination competition, 
  and every competing team must play one home game and 
  one away game. Contending teams are selected by the 
  Championship Committee, the presiding board of 
  regulators and referees, and also must pay a hefty entry fee 
  to compete. Though entry fees might pose an obstacle for 
  upstart teams, they rarely present an obstacle to national 
  contenders, which compete yearly. 
  Prizes 
  Few games are played exclusively for bragging rights and 
  notoriety; tournaments run on their prizes. Large, enticing 
  awards for winning teams fuels an entire industry of talent 
  scouts, coaches, and arena owners, from the smallest games 
  to the largest championships. Every player dreams of glory, 
  but earning huge prize is a close second. 
       Of course, not all prizes are silver and gold. Siegeball 
  tournaments give out a huge variety of prizes, some of 
  which are detailed here. 
  Trophies 
  Most large, official tournament tournaments give out a 
  trophy of some variety to the winning team. The classic 
  trophy is a gold chalice with a marble base, engraved with 
  the tournament's name and year. Other might include 
  medals, rings, or ribbons, depending on the tournament. 
  The best teams collect these trophies and display them as 
  badges of honor, but ultimately, they're fairly token. Nearly 
  every trophy is awarded alongside a cash prize, which 
  coaches and team owners view as far more substantial. 
   
   
   
  
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  Cash Prizes 
  The actual value of cash prizes might vary, but they 
  generally grow (exceptionally, in fact) with the glamor and 
  prestige of the tournament awarding them. Typical first-
  place prizes are listed on the cash prizes table below. Often, 
  a second-place prize equal to half the value of the first-
  place prize is awarded to the runner up team. 
  Level 
  GP 
  1st-4th 
  2,000 
  5th-10th 
  5,000 
  11th-16th 
  10,000 
  17th-20th 
  40,000 
  Valuable Items 
  Other valuable items, equivalent in value to cash prize, 
  might be awarded instead. Anything from magic items, to 
  priceless treasures donated from the king's coffers, to entire 
  keeps or tracks of land could be at stake for the winning 
  team. It is assumed that such prizes will probably be sold 
  (at least in part, if the prize in question can be divided) to 
  pay the team, the coach, and the arena owner sponsoring 
  the team. Other items, like artifacts, might be powerful 
  enough that the fate of many innocents might rely on the 
  winner of the tournament. Though such awards might seem 
  extremely foolhardy, they're not uncommon among the 
  elves, who appreciate the dramatics. 
   
  Example 
  Tournament  
  The optimal setup for a short campaign played over the 
  course of one or two sessions is probably three games, for a 
  total of eight competing teams in a single elimination 
  bracket. As always, the Rule of Three is useful storytelling 
  tool at our disposal, which works best when a great deal of 
  tension is built as the as rounds progress. 
       In this example, the players learn that they are matched 
  up in the first round against the Pinkskins, an orcish team 
  known to seriously injure their opponents, even in 
  tournament play. Of the other teams remaining, the players 
  see (much to their relief) that last year's victor, the 
  Manticores, is on the other side of the bracket. However, 
  their bitter rivals, the Owlbearmen, are not far from them 
  on the bulletin board; if the players best the Pinkskins and 
  the Owlbearmen also win their first match, they will play 
  each other in the second round. 
       And so, the stage is set for a story in three parts: first the 
  players must contend with the savage Pinkskins, who seem 
  more interested in leaving bruises than winning games. 
  With any luck, the players win handedly and move on to a 
  grudge match with their old enemies, the Owlbearmen. 
  This fight will be very tough and will require the players to 
  dig deep to snatch a victory. Unexpectedly, the players 
  move on to the final round against the dreaded Manticores, 
  a team whose discipline and winning records stand for 
  themselves. This game is a toss-up, and the players will 
  either secure a glorious underdog victory or suffer a bitter 
  defeat on the last hurdle. If they succeed and win the 
  tournament, the players each earn 1,000 gp, and a pair of 
  fleet cleats. 
      This example tournament set up demonstrates a few 
  lessons for creating an engaging tournament. Firstly, 
  always raise the stakes. Every game should be more 
  perilous and more challenging as the players progress 
  further in the tournament. After all, the further they climb, 
  the more they have to lose. Secondly, make every 
  encounter unique, even if this means throwing in a twist or 
  a story-related tie-in. Sometimes, a unique arena or game 
  twist is called for, and other times, an interesting NPC on 
  the opposing team is enough. Lastly, embrace the tropes of 
  the sports movie genre. This gives players a grounded 
  starting point for what to expect, and gives you a 
  framework to build upon. It also means you can 
  occasionally subvert the tropes of that genre, which is key 
  for delivering satisfying twists and turns along the way. 
   
  
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  The arena is a place of blood, sweat, and glory. It's where 
  legends are made, and titans are brought to heel. The arena 
  is the crucible, the ultimate trial; the final exam. 
       Every siegeball game is played in a walled arena of 
  some sort, and while there is a competitive standard for 
  arenas, remarkably few conform to its design. Instead, most 
  arenas are in reclaimed spaces: abandoned temples, 
  deserted fields, city streets; anywhere that the competitors 
  can meet and set up towers.  
       The optimal size for arenas is around 125 feet long by 
  45 feet wide (25 squares by 9 squares). In this size, there's 
  enough room for players to maneuver around one another, 
  but not enough that the ball can be isolated apart from both 
  teams for long.  
  Arena Traits 
  Every siegeball arena has some trait or combination of 
  traits that makes it wholly unique. Sometimes, siegeball 
  arenas are built to competition standard, with only minor 
  variations in dimensions, turf, and slope, but other times, 
  entire arenas are crafted either out of necessity, where no 
  other arenas could be constructed, or to promote a unique 
  spin on the game and draw in larger crowds. The following 
  traits describe some unique arenas that might exist in your 
  campaign: 
  d20 Arena Traits 
  1 
  This arena is actually the rolling deck of a massive 
  warship. The audience of sailors crowds the edges, 
  ensuring the ball doesn't fall off the ship. At the 
  beginning of each turn, the ball gains a 
  momentum point in a random direction. 
  2 
  This arena is a field with a natural hill: there are 
  two distinct planes and a slope between them 
  running the arena's length. Moving the ball up the 
  slope costs one additional momentum point and 
  moving the ball down the slope awards it an extra 
  momentum point. 
  3 
  The arena is built above a large underground 
  foundry. At regular intervals (at the beginning of 
  every other round), two 15-foot square grated vents 
  on the field blast hot gas onto any creature 
  standing atop them, dealing 3d6 fire damage. 
  4 
  This arena is a city street that has been gated off 
  for the event. Obstacles still abound in the street, 
  and the hard, stone floor (as opposed to the more 
  common grassy fields), means that the ball moves 
  more smoothly, but so do your shoes. There will 
  likely be more dramatic slides and careening 
  collisions. 
  5 
  Pits have been dug in this field and filled with 
  mud, which counts as difficult terrain. 
  Furthermore, the ball can sink to the bottom of 
  these mud pits; it loses 1 momentum point when it 
  enters a pit, and if it stops within one, it takes 2 
  momentum points to remove it. 
  6 
  Dwarven innovation at its finest, this arena 
  contains a series of hefty built-in conveyor belts. 
  These belts move 5 feet twice every round: once at 
  the beginning of the initiative order, and once 
  halfway through. 
  7 
  This ancient woodland grove has been converted 
  into a siegeball arena (much to the chagrin of local 
  druids.) The immense trees, roots, and vines make 
  for an interesting, if difficult to traverse, arena. 
  8 
  This arena contains dozens of short walls, 
  quartering it off into three large fields connected by 
  short mazes. Though players can bound the walls 
  without issue, the ball can only leap over these 
  walls at ramps located at a few strategic points. 
  Learning the most efficient paths through these 
  mazes is not difficult, but choosing the right 
  direction to avoid enemies is key to winning a 
  game. 
  9 
  This entire arena is under the effects of a 
  transmutation spell reducing the gravity within it. 
  You can jump twice as high and twice as far, and 
  the ball games an extra momentum point 
  whenever it is hit. 
  10 Despite its profound disrespect for the dead, this 
  arena is built on an entire graveyard. Stones have 
  been piled up between some mausoleums and 
  large monuments to form a perimeter around the 
  field, but dozens of headstones still pose obstacles 
  to the ball. 
  11 
  A huge fog bank (naturally or artificially) blankets 
  the entire arena. Players can only see half the 
  field's length. 
  12 
  The rowdy crowd constantly throws refuse and 
  obstacles at your team. If you begin your turn 
  within 5 feet of an outermost wall, you move 5 feet 
  slower in your turn. If you hit the ball while in that 
  area, you take 1 bludgeoning damage from thrown 
  bottles and rocks. 
  13 
  Buckets of water have been thrown on the field and 
  left to freeze overnight (or else instantaneously 
  frozen with magic) to create an arena of slick ice. 
  Players have difficulty gaining speed and coming 
  to a stop on this surface: they can only move in 
  increments of 10 feet, and might collide with 
  obstacles (and take 1d6 bludgeoning damage) if 
  they move too far. Players that take the Dash 
  action must move the entire distance. 
  14 
  Players are bestowed with a temporary version of 
  the water breathing spell to play in this completely 
  underwater arena. The rules for underwater 
  combat apply in full. The ball has been made 
  especially buoyant, so that it neither sinks nor 
  floats when at rest. The towers, for their part, have 
  been constructed from floor to ceiling. When a 
  team hits their opponent's tower, their water 
  Chapter 5: Arenas 
  
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  breathing spells instantly wear off, forcing them to 
  surface in order to gain the spell's effects again. 
  15 
  The arena, conjured into being at the foot of a 
  mage’s tower, is filled with a labyrinth of 
  shimmering walls of force. The ball can roll freely 
  through these walls, but players must navigate 
  their way around them. In some games, the mage 
  will conjure a minotaur into the maze as well, just 
  to spice things up. 
  16 
  The floor of this arena is a mosaic of large colored 
  tiles. Depending on the game, tiles of a certain 
  color might trigger spectacular, crowd-pleasing 
  traps, collapse into temporary pit traps (the floor 
  raising back up after a few moments), or launch 
  players into the air. 
  17 
  This arena is designed with a horseshoe layout in 
  mind. The towers are actually close together, but a 
  long wall of bars running almost the length of the 
  field separates them. The players and audience can 
  see through the bars (and small players might be 
  able to squeeze through them) but the ball cannot 
  pass through. 
  18 
  The midline of the arena is marked by a large 
  sloped mound spanning its width, which divides 
  the arena into two sides. At the beginning of each 
  turn, if the ball is within 30 feet of the midline, it 
  gains a momentum point directly away from the 
  midline. 
  19 
  This cramped arena is contained with the garden 
  of a castle keep. A fitting locale, of course, for the 
  king’s private siegeball stadium. Both towers are 
  constructed to resemble statues of royal court 
  attendees whom the king evidently despises. 
  20 This arena, overseen by hundreds of kobolds and a 
  looming ancient red dragon, is marked out within 
  the dragon’s lair, directly atop its hoard. Towers 
  are constructed of solid gold, and players will likely 
  find the gold coin-laden slopes hazardous. Be 
  warned: as much as the dragon enjoys his 
  entertainment, he values his treasure more. Any 
  player that pilfers even a single coin will be 
  devoured on sight. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Example Arenas 
  Siegeball arenas are as diverse as the players that engage in 
  the sport and the cities that host the games. The following 
  example arenas might provide some inspiration for your 
  next siegeball campaign. 
  Risk Field 
  Arenas such as this one are where competitors from around 
  the world go to prove their mettle. Though no two arenas 
  are exactly identical, designs featuring a prominent central 
  chokepoint are incredibly popular with spectators, since it 
  encourages high-stakes clashes and dramatic collisions. As 
  such, this design has become the default arena layout for all 
  professional siegeball games.  
       The first arena to be constructed in this fashion is the 
  impressive Risk Field in the city Rosewall. Sitting in the 
  shadow of the High Cathedral, the entire arena is dedicated 
  to the god Risk, consummate deity of adventurers and 
  thieves (though just as many athletes honor Fury in their 
  prayers.) Shrines to Risk and the other deities of the 
  Pantheon are carved decoratively into the pillars 
  surrounding the arena, condoning it officially by the 
  church.  
       Though the arena is privately owned, clerics of the 
  church oversee the athletic activities and money-taking 
  here, enforcing a cohesive set of rules for all games and 
  applying a small tax to all bets placed. Certainly, the arena 
  acts as a neat money-making operation for the church, but 
  the arena's owners relish the protection and legitimacy that 
  comes with religious sponsorship, so the arrangement has 
  been mutually-beneficial.  
       The siegeball games hosted at this arena are typically 
  civil affairs, and no fewer than three professional teams call 
  this arena their home, but once a year the arena hosts the 
  wild and unrestrained Contest of Trials, a festival 
  celebrating Risk's legendary accomplishments. The events 
  of this week-long celebration consist of dangerous obstacle 
  courses, contests of strength and speed, and of course, 
  siegeball games. Often, these have perilous twists and 
  fantastic prizes, with the added benefit that any athletic 
  injury during the festival (short of a lethal one) will be 
  remedied by the church, free of charge. 
       Overseeing the arena’s events, and often visible during 
  games sitting in an old wooden chair in the front row, 
  Father Osley is a strict and demanding figure. Many 
  paladins at the nearby Cathedral cite Osley as a critical 
  mentor in their education, but even they know better than to 
  provoke his stern glare. 
  
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  The Aisle of Pillars 
  Brutal and claustrophobic, the so-called Aisle of Pillars is a 
  remarkably large underground structure, repurposed from 
  some forgotten crypt in the city of Westport. The games 
  hosted here are seldom condoned by any official authority, 
  but regardless draw immense crowds who are ravenous to 
  place bets on the proceedings. Established teams wouldn't 
  be caught dead in such a locale, but arenas such as this one 
  are where many teams get their start.  
       Supporting the domed ceiling of this completely stone 
  arena are a number of immense pillars, the arena's 
  namesake. Though these pillars are functionally 
  unpassable, they create numerous blind spots from the 
  game's referees (who let most misdeeds go unreprimanded 
  for the right price anyway). The result is a claustrophobic 
  arena with short passes, violent collisions, and widespread 
  dirty tactics. The crowds love it.  
       Players should be mindful of the craggy stone floor, as 
  well as obstacles presented by the rowdy spectators, such as 
  thrown food or even improvised firearms. Bits of tiled floor 
  can be used as weapons in a punch (to rancorous applause), 
  and the numerous columns both block strategic angles for 
  the ball and provide a convenient obstacle to tackle 
  opponents into. 
       The owner of the Aisle of Pillars is an improbably fat 
  ratling named Dreectakeept, though everyone calls him 
  Dreeke the Rat King. Everyone working at the arena, the 
  bookies, security―even the food vendors―report directly 
  to him. Anyone taking money in the arena other than those 
  working for Dreeke swiftly end up with a mysterious case 
  of broken legs. 
       Rumors abound that Dreeke might have business 
  dealings with the Knotters, an infamous gang based in 
  Westport. If this were true, Dreeke would be connected 
  directly with the web of illegal jax distribution that 
  pervades the city. However, no law enforcement 
  organization, from the town guard to sanctioned church 
  inquisitors, has uncovered anything concrete on the matter. 
  Pinnacle Gardens 
  Like most things built by the elves, Pinnacle Gardens is 
  lavish, overwrought, and extremely exclusive. The arena 
  was formerly an ancient temple, but has worn many faces 
  over the centuries, including most recently a gladiatorial 
  arena, which was converted over to siegeball when 
  bloodsport was outlawed. Of course, the elven style of 
  bloodsport is more refined and measured than the human  
   
   
   
  variety, playing out more like a constructed drama. Today, 
  siegeball games in Pinnacle Gardens retain that same spirit, 
  as every game is woven into narratives constructed by the 
  arena's announcers and hosts.  
       The structure within the arena is the crumbling remnants 
  of an elven temple, whose patron gods have long been 
  forgotten. The arches and walkways here, carved from 
  immaculate white stone, provide multiple paths across the 
  field that players might take: the Hall, which most directly 
  connects the two towers, but is an extremely 
  claustrophobic, defensible path; the Walkways, which 
  diagonally cross the field from a ramp near either tower; 
  and the Platform, at the center of the field. Two 
  multicolored teleporters lead to the Platform, and holes in 
  its floor plunge down into the Hall. Both of the Platform’s 
  side connect to the Walkways, forming a diagonal high-
  path across the arena. The unconventional introduction of 
  teleporters, which maintain a siegeball's momentum, has 
  led to nail-biting games and fascinating new strategies. 
       Players should familiarize themselves with the main 
  avenues for attack and position players on multiple levels 
  to maximize their ability to intercept the ball. Sometimes, 
  players can even use the arena's height to their advantage, 
  shoving opposing players from the Walkways, then 
  steamrolling them with the ball. The key to victory in this 
  arena involves both utilizing verticality and the teleporters 
  to sidestep your opponents at every turn. 
        The arena's clientele is exclusive and eccentric; only the 
  exceptionally wealthy or illustrious are admitted to 
  Pinnacle Gardens, all of whom are catered to like royalty. 
  These spectators demand fantastic and often magically-
  enabled games, so the arena owners employ a 
  transmutation wizard, named Coriolanus the Green, 
  specifically to dream up and prepare new game variants. 
  Coriolanus is an odd character himself, but an 
  accomplished arcanist nonetheless, and is one of the most 
  essential personnel working in Pinnacle Gardens.  
       Some whisper that, as long as Coriolanus continues to 
  diligently fashion new and more elaborate game variants, 
  his overseers at the garden turn a blind eye to his many 
  experiments, which he conducts just outside the arena 
  grounds. From his rickety workshop there, unspeakable 
  sounds, resembling a cross between a smithy’s workroom 
  and a slaughterhouse, can be heard late at night. However, 
  by the light of day, the workshop seems positively tidy; 
  mundane, even. 
   
   
   
  
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  Risk Field 
  
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  Aisle of Pillars 
  
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  Pinnacle Gardens 
  
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  Variant          
  Arena Rules 
  In the far reaches of space and in the depths of the ocean, 
  wildly different variations of this classic sport are 
  practiced. Some versions of siegeball feature extremely 
  modified rulesets, levitating balls or towers, or even 
  completely separate objectives, but the most recognizable 
  siegeball variants are played in low gravity and in water. 
  These games are more spectacular to audiences, but are far 
  more demanding for players and commentators, since a 
  three-dimensional field requires thorough strategy to even 
  navigate, to say nothing of completing an objective.  
  Three-Dimensional Arenas 
  Simply stretching a siegeball arena vertically into 3D space 
  poses a number of problems; chief among them, such an 
  arena would seem positively vacant. Because player must 
  be wary of the ball and enemy players passing above or 
  below them, in addition to around them, it is exponentially 
  more difficult to block an opposing team's assault. 
  Moreover, the ball is more likely to land far out in open 
  space, where no nearby players can attack it.  
       As a solution, siegeball arenas used for three-
  dimensional games are substantially more compact, 
  measuring only 15 feet across by 15 feet high (3 squares by 
  3 squares), while still measuring 100 feet or more (20 
  squares) lengthwise. The towers in this game stand 15-feet 
  high, from floor to ceiling, and are located directly against 
  the back walls of the arena. A few obstacles, usually 5-foot 
  cubes, are positioned symmetrically in the arena.  
  Zero-Gravity Siegeball 
  In games without gravity, as might be played in the 
  recesses of space or in the depths of a wizard's tower, or are 
  replicated with copious amount of fly and levitate spells, 
  players can move vertically at will, as can the ball. To play 
  in such a game using a three-dimensional arena, players 
  and obstacles should be used on a 20-by-3 square grid, and 
  every object should be assigned a height value from 1 to 3, 
  representing how many squares the player or obstacle is 
  from the bottom of the arena. Players can use 5 feet of 
  movement to increase or decrease their height value.  
  Additionally, players can also hit the ball diagonally 
  higher or lower, in which case the ball also uses 
  additional momentum points to move up or down as it 
  moves forward.  
   
   
       The ball in this game variant can be frictionless or use 
  artificial friction. When a frictionless ball is hit, it moves a 
  number of squares equal to its momentum points, but its 
  points do not decrease as it moves. Until the ball is hit or it 
  collides with a tower (events which reset the ball's 
  momentum points), the ball moves a number of squares 
  equal to its momentum points at the end of each turn, other 
  than on turns in which it is hit. The ball loses 2 momentum 
  points when it collides with a wall. 
       A frictionless ball can lead to the unfortunate "pinball 
  effect" wherein which players simply attack the ball 
  indiscriminately and hope that it eventually ricochets into 
  the enemy tower. Because of this tactic, many zero-gravity 
  variants use artificial friction, which causes the ball to 
  naturally decelerate as if it were on land.  
  Underwater Siegeball 
  Underwater games of siegeball behave much like zero-
  gravity siegeball, with a few notable changes. Firstly, all 
  non-aquatic players must be enchanted with a water 
  breathing spell to prevent drowning. The ball in underwater 
  games naturally decelerates as if it were on land, but it may 
  or may not be buoyant. If the ball is not buoyant, it sinks 
  one level at the end of each turn. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Note from the Authors 
  We understand the desire to play this game in three-
  dimensions, especially in campaigns with strong 
  science fiction themes. However, you should expect 
  some level of additional complexity from these 
  variants, and as a result, they might not be the best fit 
  for every campaign. Some games, like chess and 
  siegeball, are perhaps best realized in the safe 
  confines of two-dimensional space. 
  
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  Siegeball teams consist of five players, usually one 
  dedicated striker and a dedicated blocker among their 
  number, but teams are also incomplete without their coach 
  and sponsor, who do not participate in the game itself, but 
  do much to influence a team's success. This chapter looks 
  in-depth at what makes a good coach, what types of 
  sponsors a team might expect, and how these members 
  interact. Lastly, it presents a number of Siegeball Cards, 
  statblocks for siegeball teams in collectible card form.  
  Coaches 
  Ostensibly, the coach's job is to train the team and 
  strategize with them during games, but coaches also 
  perform a number of other indispensable tasks, from giving 
  the team a pep talk before a big match, to ensuring that the 
  team has lodging for an away-game, to filling out the 
  paperwork to join a tournament, to acting as a liaison 
  between the team's owner and its sponsors.  
       Great coaches are steadfast and laser-focused on the 
  game. Most coaches have career experience in siegeball 
  tournaments as players, so they viscerally understand the 
  pressure and tactics of getting to the championship and can 
  use that experience to benefit the team. The worst coaches 
  seek to wallow in their glory days, hoping to vicariously 
  relive their pasts through their players, without contributing 
  anything to the team itself. But exceptional coaches have a 
  wealth of knowledge pertaining to training regimens, 
  tournament strategy, and play-by-play tactics they can offer 
  to elevate a talented team to a legendary one. 
       Behind the scenes, coaches also have the less than 
  glamorous job of filling out paperwork and dealing with 
  other business interests. If the team is owned by a third 
  party, the coach will act as an intermediary between the 
  team and its owner, and also acts as a go-between with the 
  arena owner, the tournament overseers, sponsors, and 
  anyone else with financial ties to the game. If the team is 
  self-owned, the coach will also likely secure sponsorship 
  deals for them. This role is critical for a team's success, 
  even though it is far removed for the roar of the crowd and 
  the spectacle of toppling an opponent's tower at the apex of 
  a match.  
  Sponsors 
  Most siegeball teams would struggle to survive on prize 
  money alone, and thus find patronage invaluable. 
  Sometimes, the team will be supported by a wealthy patron 
  with a complicated profit-sharing deal, but most of the 
  time, patronage comes in the form of sponsorship deals: 
  branded advertising worn by the players and decorating the 
  stadium. The following are potential brands that might seek 
  to cut a sponsorship deal with the players and their team 
  owner: 
  d20 Sponsors 
  1 
  Knai-Ki. Do That.  
  This elven-owned shoemaking company has made 
  become famous for its low cost and effective 
  advertising. However, the business is not without 
  controversy, owing to the poor working conditions 
  in its mostly gnomish shoemaking shops. This 
  sponsor offers free cleats and garish branded 
  uniforms to any team they they sponsor. 
  2 
  Zut-Zut's Wut Hut. Say Wut-Wut?  
  A Wut Hut is a traveling merchant stall and 
  curiosity shop rigged to deploy directly from a cart 
  and then fold back down onto it when the day is 
  done. Zut-Zut, as well as all the other merchants 
  with Wut Huts, are kobolds specializing in 
  traveling to dungeons and other places of 
  adventure, where they can buy from and sell to 
  adventurers at a high markup.   
  3 
  General Goode's Generally Good Goods. Good, 
  good, good, good, good.  
  People agree the products in this chain of general 
  stores are serviceable, but hardly special. In fact, 
  this store’s greatest defining factor is that it has a 
  diverse offering of products, even by general store 
  standards. 
  4 
  Big Bad Bart's Bloodpit Bar & Grill. GET SOME 
  MEAT IN YOU.  
  Ever since Big Bad Bart passed away from heart 
  disease, his children (all devout vegans) have 
  been running the business in his stead, converting 
  the entire menu to meatless alternatives. 
  5 
  Gnome Depot. Let the Gnome handle this one.  
  This vast department store of hardware, lumber, 
  tinker supplies, and artisan’s tools has nary a 
  gnome in sight; it would seem the titular gnome is 
  only a mascot. 
  6 
  Hypnotic Patterns Tailoring Company. YoU wOn’T 
  bElIeVe YoUr EyEs. 
  Every piece of fabric created by this custom 
  tailoring company is guaranteed to dazzle. 
  However, while their best-selling brands are 
  extremely popular among noble fashion 
  aficionados, their lesser known products border 
  on the physically painful to look at. This sponsor 
  provides uniforms made of such a fabric to be 
  worn by the team. 
  7 
  Magic Missiles, Mages, and More! Magical 
  Quality for Mundane Prices. 
  Though this chain of shops built its reputation on 
  selling potions, scrolls, and magic items, it fills 
  Chapter 6: Teams 
  
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  the rest of its stock with non-magical linens and 
  such, which the everyday consumer typically finds 
  much more appealing. They are happy to loan one 
  company-branded common magic item to a team 
  that they sponsor. 
  8 
  Red Dragon Hot Sauce. Spit Fire!  
  This hot sauce claims it is made with actual red 
  dragon saliva, but in fact, its signature flavor 
  comes from a number of small magic 
  enchantments placed on every batch.   
  9 
  Greatberry Eatery. It’s not just good, It’s 
  Greatberry. 
  This eatery specializes in curiously small dishes 
  made from goodberries. Because even a single 
  goodberry can sustain someone for an entire day, 
  every dish consists of just one berry prepared in a 
  variety of ways. This sponsor will provide a team 
  that they sponsor with a small handful of 
  goodberries before every game. 
  10 Grib Oglin's Bedding, Linens, Interiors, and Nets. 
  Come on down and visit your favorite 
  G.O.B.L.I.N.!  
  This company is a favorite among kobolds, 
  goblinoids, and other creatures that require 
  materials to build traps to ensnare adventurers 
  that intrude on their lairs. 
  11 
  Crazy Owlbear's Used Wagon and Carriage Lot. 
  Crazy Owlbear's Used Wagon and Carriage Lot! 
  Crazy Owlbear's Used Wagon and Carriage Lot! 
  Crazy Owlbear's Used Wagon and Carriage Lot! 
  Due to a mismanaged expedition to a long-
  forgotten dungeon, we are currently 
  OVERSTOCKED on all wagons and carriages, and 
  we’re passing the savings onto YOU! This used 
  wagon and carriage lot sells exclusively bottom of 
  the rung products. 
  12 
  Orc-a-Cola. Official Sponsor of the Warhorde.  
  This extremely sugary fizzy drink, with its iconic 
  green bottle, is a favorite of humanoids and 
  goblinoids alike. This brand sponsors many 
  successful siegeball teams and requires that each 
  member of the team drink a bottle of Orc-a-Cola 
  before or during the match, in plain view of the 
  spectators. 
  13 
  Collections Incorporated. You Direct, We Collect.  
  This guild of adventurers is organized with a 
  distinctly corporate structure, which funnels most 
  of the profits to its founders, who are now little 
  more than spokespeople for the Collection Inc. 
  brand. This model has afforded them great 
  success, which they consistently funnel into 
  advertising and outreach. 
  14 
  The Ruby Reserve. It’s Safe With Us.  
  Few banks hold as much capital as the Ruby 
  Reserve. Popular among adventuring bands who 
  acquire massive amounts of material wealth 
  (much of which in the form of treasure, rather 
  than coin which can easily be spent), the Reserve 
  allows adventures to stockpile their wealth for a 
  rainy day. Rumor has it that the founder of the 
  Ruby Reserve is actually a reclusive red dragon, 
  who resides within the vault―its own personal 
  hoard. No one can confirm or deny this rumor, 
  however, as the vault is nigh-impenetrable. 
  15 
  Adventurers Anonymous. Level Up.  
  More often than not, seasoned adventurers are 
  left with a few lingering quirks from their time 
  suicidally delving into dungeons, confronting life-
  or-death challenges, and battling homicidal 
  monsters. Adventurers Anonymous is a network 
  of support groups that help retired adventurers 
  get back on their feet and adjust to normal 
  society. 
  16 
  The Arcanium Gymnasium. Get buff (or debuff) in 
  30 days or your money back!  
  This gymnasium is endorsed by the world-famous 
  Muscle Wizard, who loudly proclaims to anyone 
  that will listen that the Arcanium (and not 
  forbidden strength-multiplying magic) is the 
  reason for his unreasonable might. 
  17 
  Roquefort Adventurer Corpse Retrieval and 
  Ressurectorium. Resurrection not valid after 100 
  years.  
  This company offers an invaluable service to 
  adventures at a premium price: corpse retrieval 
  and revival. Wherever a person of interest dies, 
  the Roquefort company can send out an 
  expedition to attempt to retrieve the body and 
  conduct a resurrection. Such an endeavor is 
  unquestionably expensive, so their persons of 
  interest are almost exclusively young noblemen 
  who tried (and failed) to take up adventuring.   
  18 
  Eowyiin's Lavish Fineries. For when you want the 
  ring that says, “Be with me for a millennium”.  
  Elves have extremely high standards for luxuries, 
  and even higher standards when it comes to their 
  extremely long-planned marriage ceremonies. As 
  such, Eowyiin's Lavish Fineries smiths faultless, 
  premium jewelry for the discerning elf. Every one 
  of their pieces is a masterwork, and they charge a 
  king’s ransom as a result.   
  19 
  Insane Ali's Rug and Lamp Emporium. Make a 
  wish!  
  This traveling emporium has made a tidy fortune 
  selling exotic rugs all around the world. If Insane 
  Ali’s testimony is anything to go by, he acquired 
  the beginning of his fortune (an immense 
  stockpile of rugs and lamps) by accidently 
  squandering his three wishes from a magic lamp, 
  in an attempt to get more wishes. Of course, 
  Insane Ali’s word isn’t much to go by; he’s insane 
  after all. 
  20 MoralExpert Alignment Score Checking Service. If 
  you’re afraid you might be a Chaotic Evil 
  psychopath, ready to snap, or need veritable proof 
  that you are, in fact, holier than your fellow man, 
  come on down to MoralExpert Alignment Score 
  Checking Service, at a temple near you!  
  This company uses state-of-the-art magic to zero 
  in on your alignment with incredible* accuracy! 
  
  25 
  magehandpress.com 
   
   
  Example Teams 
  The following teams are examples, useful for populating 
  your tournaments and the rosters of scrimmage games. 
  Advocates 
  Few teams are as terrifying as the Advocates, a trio of 
  devils (a pit fiend and two bone devils) summoned up from 
  the underworld by some bad actor to interfere in the 
  Siegeball Championship. Thankfully, the terms of the 
  Advocates’ contract require that they are not allowed to 
  outright kill their opponents, though they will take every 
  opportunity to grievously injure or maim instead.  
  Archons 
  One of the most popular teams in recent memory, the 
  Archons consist almost entirely of elves, with one 
  exception: their heavy-set minotaur point man. In spite of 
  this racial divide, their fans are a uniquely diverse faction, 
  with humans, elves, orcs, dwarves, halflings, and gnomes 
  throwing their support behind the star-studded team. The 
  team’s signature strategy of fast, coordinated strikes on the 
  tower earned them a string of Championship wins, but it 
  has been almost a decade since their last Siegebowl 
  appearance, causing many to think that the team is afflicted 
  with some sort of curse. 
  Manticores 
  Eternal rivals of the Archons, the Manticores are fierce 
  competitors and favor extremely defensive tactics, blocking 
  as many shots as possible and strategically locking the 
  opposing team on the far side of the field from their tower. 
  This team has seen quite a few scandals in their time, from 
  dirty players to allegations of Jax abuse, but few of these 
  ever amount to long-term issues for the team. Their fans are 
  fervent supporters and will follow the team anywhere to see 
  them win. 
  Orc-a-Cola Orogs 
  Sponsored by the incredibly popular drink, Orc-a-Cola, this 
  team takes ample time before every match to promote their 
  sponsor to the crowd. Though the Orogs are a competent 
  team, they are better showmen than players, and can curry 
  ample favor from the audience and referees alike. 
  Owlbearmen 
  This small-town team is the very definition of an underdog, 
  having few wins under their belt until a recent streak of 
  victories that has gained them matchups with far more 
  seasoned teams. To their credit, they handle themselves 
  very well, even in such tough matches. Their titular mascot 
  is the mythical owlbearman: half-owl, half-bear, and half-
  man, whose iconic hoot-owl-scream has enchanted 
  audiences everywhere they travel. 
  Pinkskins 
  The Pinkskins are an orcish team, whose naked, pot-bellied 
  human mascot is simultaneously offensive humans and 
  halflings alike. In spite of human outcry on racist gimmick, 
  the orcish team has showed no sign of changing its name, 
  and the lack of Championship Committee intervention has 
  led many to believe that some behind-closed-doors 
  transaction has secured the team's identity. 
  Rotters and Bone Brigade 
  It's a mystery how the necromancer Grach continues to be 
  admitted into siegeball tournaments. Perhaps he charms the 
  tournament runners, or perhaps he has financial leverage 
  over numerous arena-owners; regardless, Grach enters 
  teams in tournaments regardless. 
       Grach plays alongside the Rotters, his team of two 
  zombies and two flesh golems. The golems, named Dr. 
  Stein and Franklin, are much faster than normal, for they 
  are composed of body parts salvaged from deceased 
  professional siegeball players.  
       His backup team, The Bone Brigade, is a team of 
  skeletons fitted with siegeball gear and bats. These 
  skeletons are surprisingly coordinated, and exceptionally 
  fast, making them a difficult matchup for most teams. But 
  if Grach thinks the Bone Brigade might lose, he can 
  employ one additional trick: by having the Bone Brigade 
  carry additional bones into the arena, he can animate more 
  than the usual number of players for his team, as long as 
  they are not already animated at the start of the match. This 
  loophole is plainly unfair for the opposing team, but 
  (probably for same reason Grach is allowed to compete in 
  the first place) the loophole has never been changed. 
  Titans 
  Boril and Dombd don't need other teammates to be a 
  legendary duo: these storm giants love nothing more than 
  to travel to the land of puny folk and crush them in their 
  games. Out of the interest of fairness, they never cast spells 
  during matches, even when it would be allowed, but have 
  few qualms about accidently stepping on their opponents. 
   
   
  
  Med. Humanoid    
  (elf), NE 
   
  “Don’t worry; I can tell you 
  exactly what you saw.” 
  17 (+3) 
  22 (+6) 
  17 (+2) 
  13 (+1) 
  10 (+0) 
  16 (+2) 
  HP 121 
  AC 17 
  Speed 35 ft. 
  Player Statistics 
  Skills Ath. +6, Persu. +5 
   8 (3,900 XP) Challenge 
  Attacks 
  Siege Bat +9 to hit ― 10 (1d8 + 6) b. damage 
    Multiattack 3 
  Special 
  Massive Hit (2/Day) Virin deals maximum damage with a 
  damage roll. 
  Star Player (2/Day) Virin can take two actions and move 
  double his movement speed on his turn. 
  Sprinter Virin can take the Dash action or Follow action as 
  a bonus action. 
  o Virin has a particular liking for fine wine. 
  o Virin has been accused of nearly killing a player 13 
  times, but upon review, these charges were dropped. 
   
  Med. Humanoid   
  (elf), CN 
   
  “He goes left, I go right, and you 
  and your tower go down.” 
  16 (+3) 
  20 (+5) 
  17 (+3) 
  12 (+1) 
  13 (+1) 
  11 (+0) 
  HP 112 
  AC 17 
  Speed 35 ft. 
  Player Statistics 
  Skills Ath +6, Acrob. +8 
   8 (3,900 XP) Challenge 
  Attacks 
  Siege Bat +10 to hit ― 14 (2d8 + 5) b. damage 
    Multiattack 3 
  Special 
  Sprinter Enlana can take the Dash action or Follow action 
  as a bonus action. 
  Striker Enlana has a +2 bonus on attacks against 
  siegeballs (included in the attack). 
  Strong Arm Enlana adds 1d8 to damage rolls with his 
  melee weapon attacks (included in the attack). 
  o Aero and Enlana are twins that have trained together 
  since childhood. Their bickering confirms as much. 
  o Enlana insists she’s the smarter one. 
   
  Med. Humanoid    
  (elf), CN 
   
  “Do try to put up a fight, will 
  you? I’m ever so bored.” 
  14 (+2) 
  20 (+5) 
  15 (+2) 
  11 (+0) 
  14 (+2) 
  11 (+0) 
  HP 100 
  AC 16 
  Speed 35 ft. 
  Player Statistics 
  Skills Acrob. +8, Surv. +5 
   8 (3,900 XP) Challenge 
  Attacks 
  Siege Bat +10 to hit ― 14 (2d8 + 5) b. damage  
    Multiattack 3  
  Special 
  Sprinter Aero can take the Dash action or Follow action as 
  a bonus action. 
  Striker Aero has a +2 bonus on attacks against siegeballs 
  (included in the attack). 
  Strong Arm Aero adds 1d8 to damage rolls with his melee 
  weapon attacks (included in the attack). 
  o Aero and Enlana are twins that have trained together 
  since childhood. Their bickering confirms as much. 
  o Aero insists he’s the more talented one. 
   
  Lrg. Monstrosity   
  (minotaur), N 
   
  “Tiny know not what to say. No 
  one ask Tiny for quote before.” 
  18 (+4) 
  11 (+0) 
  16 (+3) 
  6 (-2) 
  16 (+3) 
  9 (-1) 
  HP 76 
  AC 14 
  Speed 40 ft. 
  Player Statistics 
  Skills Percep. +7 
  Senses Darkvision 60 ft. 
    
  3 (700 XP) Challenge 
  Attacks 
  Siege Club +6 to hit ― 17 (2d12 + 4) b. damage 
  Gore +6 to hit ― 13 (2d8 + 4) b. damage 
  Special 
  Charge If Tiny moves at least 10 ft. straight toward a 
  target and then hits it with a gore attack, the target takes 
  an extra 9 (2d8) p. damage. If the target is a creature, it 
  must succeed on a DC 14 Strength saving throw or be 
  pushed up to 10 ft. away and knocked prone. 
  Reckless Tiny has advantage on attack rolls, but attacks 
  targeting him also have advantage. 
  o Tiny's best friend is named Gunther. 
   
  Med. Humanoid   
  (elf), CN 
   
  ""I'm good at five things. Stealing 
  the ball, stealing hearts, and 
  three things better left unsaid.” 
  10 (+0) 
  22 (+6) 
  16 (+3) 
  15 (+2) 
  8 (-1) 
  12 (+1) 
  HP 99 
  AC 18 
  Speed 30 ft. 
  Player Statistics 
  Skills Acrob. +9, Stealth +12 
   7 (2,900 XP) Challenge 
  Attacks 
  Siege Baton +9 to hit ― 8 (1d4 + 6) b. damage  
    Multiattack 2 (as a bonus action) 
  Special 
  Backstab (1/Turn) Derevan adds 17 (5d6) to the damage 
  of a melee attack. Derevan has advantage on Dexterity 
  (Stealth) checks to make this attack illegally.  
  Showman (3/Day) Derevan can reroll an attack roll or 
  ability check. 
  Sprinter Derevan can take the Dash action or Follow 
  action as a bonus action. 
  o Derevan collects artwork, statues, and jewels. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Huge Giant         
  (storm giant), CN 
   
  “Boril loves to crush tiny humans! 
  Ha! You call that sport?!” 
  29 (+0) 
  14 (+2) 
  20 (+5) 
  16 (+3) 
  18 (+4) 
  18 (+4) 
  HP 230 
  AC 16 
  Speed 50 ft. / 50 (swim)  
  Player Statistics 
  Saving Throws Str +14, Con +10, Wis +9, Cha +9 
   
  Skills Arc. +8, Ath. +14, Hist. 
  +8, Percep. +9 
  Lightning, thunder Damage 
  Immunities 
  Damage Resistances cold 
    13 (10,000 XP) Challenge 
  Attacks 
  Greatbat +14 to hit ― 10 ft. ― 30 (6d6 + 9) b. Multiattack (2) 
  Rock +14 to hit ― 60/240 ft. ― 35 (6d6 + 9) b. damage. 
  Special 
  Innate Spellcasting See ‘Storm Giant’ stats 
  Lightning Strike (5-6) See ‘Storm Giant’ stats  
  o Boril and Dombd are twin brothers, though your 
  wouldn’t guess it from Boril’s flaming red hair and 
  Dombd’s black mane. 
   
   
  Lrg. Fiend             
  (bone devil), LE 
   
  “The moment this circle breaks, I 
  will strip the flesh from your bones” 
  18 (+4) 
  16 (+3) 
  18 (+4) 
  13 (+1) 
  14 (+2) 
  16 (+3) 
  HP 142 
  AC 19 
  Speed 40 ft. / 40 ft. (fly)  
  Player Statistics 
  Saving Throws Int +5, Wis +6, 
  Cha +7 
  Poisoned Condition 
  Immunities 
  Skills Decept. +7, Ins. +6 
  Damage Resistances cold; 
  nonmagical b/p/s 
  Darkvision 120 ft. Senses 
  Damage Immunities fire, poison 
  9 (5,000 XP) Challenge 
  Attacks 
   
  Claw +8 to hit ― 10 ft. ― 8 (1d8 + 4) s. dmg. Multiattack (2) 
  Sting +8 to hit ― 10 ft. ― 13 (2d8 + 4) p. + 17 (5d6) poison. 
  DC 14 Con save or target is poisoned. See ‘Bone Devil’ 
  Special 
  Devilsight Magical darkness doesn't impede the devil's 
  darkvision. 
  Magic Resistance The devil has advantage on saving 
  throws against spells and other magical effects. 
   
   
  Lrg. Fiend                 
  (pit fiend), LE 
   
  “If you would but sign on the 
  dotted line…” 
  26 (+8) 
  14 (+2) 
  24 (+7) 
  22 (+6) 
  18 (+4) 
  24 (+7) 
  HP 300 
  AC 19 
  Speed 30 ft. / 60 (fly) 
  Player Statistics 
  Saving Throws Dex +8, Con +13, 
  Wis +10 
  Poisoned Condition 
  Immunities 
  Damage Resistances cold; 
  nonmagical b/p/s 
  Truesight 120 ft. Senses 
  Damage Immunities fire, 
  poison 
  20 (20,000 XP) Challenge 
  Attacks 
  Bite +14 to hit ― 22 (4d6 + 8) p. damage. DC 21 Con save 
  or target is poisoned. See ‘Pit Fiend’ stats 
  Claw +14 to hit ― 10 ft. ― 17 (2d8 + 8) s. damage 
  Mace +14 to hit ― 10 ft. ― 15 (2d6 + 8) b. + 21 (6d6) fire 
  Tail +14 to hit ― 10 ft. ― 24 (3d10 + 8) b. damage 
  Special 
  Fear Aura, Magic Resistance, Magic Weapons, Innate 
  Spellcasting See ‘Pit Fiend’ stats 
   
  o Bone brigadiers are heavily modified skeletons, with 
  their siegeball gear literally bolted into their frames. 
  o Some of these bones are even legally obtained. 
   
  Huge Giant         
  (storm giant), CN 
   
  “Dombd once eat drow. 
  Chewier than dwarf.” 
  29 (+0) 
  14 (+2) 
  20 (+5) 
  16 (+3) 
  18 (+4) 
  18 (+4) 
  HP 230 
  AC 16 
  Speed 50 ft. / 50 (swim)  
  Player Statistics 
  Saving Throws Str +14, Con +10, Wis +9, Cha +9 
   
  Skills Arc. +8, Ath. +14, Hist. 
  +8, Percep. +9 
  Lightning, thunder Damage 
  Immunities 
  Damage Resistances cold 
    13 (10,000 XP) Challenge 
  Attacks 
  Greatbat +14 to hit ― 10 ft. ― 30 (6d6 + 9) b. Multiattack (2) 
  Rock +14 to hit ― 60/240 ft. ― 35 (6d6 + 9) b. damage. 
  Special 
  Innate Spellcasting See ‘Storm Giant’ stats 
  Lightning Strike (5-6) See ‘Storm Giant’ stats  
  o Dombd almost never speaks, owing to a dire wolf 
  attack when he was a child.  
  o Dombd is an avid hunter and wears quarries’s furs.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Med. Humanoid    
  (human), LN 
   
  “Back in my day…” 
  14 (+2) 
  22 (+6) 
  17 (+3) 
  9 (-1) 
  13 (+1) 
  11 (+0) 
  HP 94 
  AC 19 
  Speed 30 ft. 
  Player Statistics 
  Skills Acrob. +9, Ath. +5, Hist. +3 
   7 (2,900 XP) Challenge 
  Attacks 
  Siege Batons +9 to hit ― 8 (1d4 + 6) b. damage 
    Multiattack 3 
  Special 
  Blocker Bolan can take the Block action as a bonus 
  action. 
  Massive Hit (1/Day) Bolan deals maximum damage with a 
  damage roll. 
  Star Player (1/Day) Bolan can take two actions and move 
  double his movement speed on his turn. 
  o Bolan has been playing siegeball for over 40 years, as his 
  grey hair and veteran strategies will attest. 
   
  Med. Humanoid   
  (human), NG 
   
  “Ha! They do not grow men so 
  tiny on Titana’s island. You’re 
  cute and pathetic, like rodent.” 
  22 (+6) 
  16 (+3) 
  15 (+2) 
  9 (-1) 
  13 (+1) 
  8 (-1) 
  HP 95 
  AC 14 
  Speed 40 ft. 
  Player Statistics 
  Skills Ath +9, Surv. +4 
   6 (2,300 XP) Challenge 
  Attacks 
  Siege Club +9 to hit ― 12 (1d12 + 6) b. damage 
    Multiattack 2 
  Special 
  Blocker Titana can take the Block action as a bonus 
  action. 
  Massive Hit (3/Day) Bost deals maximum damage with a 
  damage roll. 
  o Titana hails from a remote tropical island almost entirely 
  inhabited by women, all of them 6 feet or taller. 
  o Titana enjoys hunting and fishing (with her bare hands) 
   
  Med. Humanoid  
  (dwarf), LE 
   
  “You best stand aside, little one. 
  Things’ll get ugly.” 
  20 (+5) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  8 (-1) 
  HP 95 
  AC 14 
  Speed 35 ft. 
  Player Statistics 
  Skills Ath. +8 
   6 (2,300 XP) Challenge 
  Attacks 
  Siege Club +8 to hit ― 15 (1d12 + 9) b. damage 
  Multiattack 2  
  Special 
  Blocker Farn can take the Block action as a bonus action. 
  Charge Farn can make a tackle attempt as a bonus 
  action. If Farn moves at least 10 feet in a straight line 
  immediately before taking this bonus action, they can 
  add +5 to the damage roll. 
  Fury Farn has a +4 bonus on damage with melee weapon 
  attacks (included in the attack). 
  o The Blackbrand clan is famously in a centuries-long feud 
  with the Hammermines. 
   
  Med. Humanoid   
  (elf), NE 
   
  “All this incense is really just for 
  show. So are the wand, the 
  robes, and the pointy hat.” 
  14 (+2) 
  14 (+2) 
  12 (+1) 
  19 (+4) 
  13 (+1) 
  11 (+0) 
  HP 39 
  AC 17 
  Speed 60 ft. 
  Player Statistics 
  Skills Arcana +7, Decept. +4 
   4 (1,100 XP) Challenge 
  Attacks 
  Siege Bat +5 to hit ― 6 (1d8 + 2) b. damage 
  Special 
  Disguised Fire Bolt (1/Turn) Saul deals (16) 3d10 fire 
  damage instead of his normal weapon damage. 
  Haste (1/Turn) Saul can take one additional action, which 
  can used to used to attack (one weapon attack only), 
  block, dash, disengage, follow, hide, or use an object. 
  o We have it on excellent authority that Saul is not a 
  mage of any sort, and certainly isn’t using illegal magic. 
  o Saul rose in the siegeball ranks quickly due to his 
  uncanny speed and impressively strong hits. 
   
  Med. Humanoid   
  (half-elf), NE 
   
  "Who told you that? I’ll need to 
  chat with them.” 
  8 (-1) 
  20 (+5) 
  14 (+2) 
  13 (+1) 
  10 (+0) 
  14 (+2) 
  HP 66 
  AC 16 
  Speed 30 ft. 
  Player Statistics 
  Skills Acrob. +11, Decep. +5,  
    Slt. of Hand +11, Stealth +11 
   5 (1,800 XP) Challenge 
  Attacks 
  Siege Baton +8 to hit ― 7 (1d4 + 5) b. damage  
    Multiattack 2 (as a bonus action) 
  Special 
  Backstab (1/Turn) Bluey adds 17 (5d6) to the damage of 
  a melee attack. Bluey has advantage on Dexterity 
  (Stealth) checks to make this attack illegally.  
  Sprinter Bluey can take the Dash action or Follow action 
  as a bonus action. 
  o No one knows why Bluey insists on going by 'Red-Eyes'. 
  o Bluey insists he is in no way associated with the Knotters 
  or any other infamous gang based out of Westport. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Med. Humanoid    
  (human), N 
   
  “The ball stops here!” 
  18 (+4) 
  15 (+2) 
  15 (+2) 
  10 (+0) 
  13 (+1) 
  9 (-1) 
  HP 54 
  AC 18 
  Speed 30 ft. 
  Player Statistics 
  Skills Ath. +6, Persu. +1 
   3 (700 XP) Challenge 
  Attacks 
  Siege Club +8 to hit ― 10 (1d12 + 4) b. damage 
    Multiattack 2 
  Special 
  Blocker Luke can take the Block action as a bonus action. 
  Star Player (1/Day) Luke can take two actions and move 
  double his movement speed on his turn. 
  Striker Luke has a +2 bonus on attacks against siegeballs 
  (included in the attack). 
  o Luke is a world-class speed eater. 
  o Luke was in a band with Poogie Yargras of the Orogs. 
  He played the drums. 
   
   
  Med. Humanoid   
  (dwarf), NG 
   
  “So I hollowed out me siegebat 
  and turnt’ it inta’ makeshift flask. 
  Mmmm… brandy.” 
  18 (+4) 
  13 (+1) 
  16 (+3) 
  10 (+0) 
  12 (+1) 
  8 (-1) 
  HP 49 
  AC 16 
  Speed 30 ft. 
  Player Statistics 
  Skills Ath +6, Surv. +3 
  Senses Darkvision 60 ft. 
   2 (450 XP) Challenge 
  Attacks 
  Siege Club +6 to hit ― 10 (1d12 + 4) b. damage 
    Multiattack 2 
  Special 
  Massive Hit (2/Day) Bost deals maximum damage with a 
  damage roll. 
  o Bost comes from the Hammermines, a dwarven clan 
  that has produced dozens of siegeball champions. 
  o The Hammermine mountain is famed for its riches, but 
  the inheritance is contested by a dozen heirs.  
   
  Med. Humanoid  
  (human), CN 
   
  “That’s my ball,                      
  Gimme Gimme” 
  18 (+4) 
  14 (+2) 
  15 (+2) 
  11 (+0) 
  13 (+1) 
  9 (-1) 
  HP 44 
  AC 18 
  Speed 30 ft. 
  Player Statistics 
  Skills Ath. +6, Insight +3, 
    Intim. +3, Stealth +4 
   
   3 (700 XP) Challenge 
  Attacks 
  Siege Bat +6 to hit ― 8 (1d8 + 4) b. damage Multiattack 2  
  Special 
  Charge Maddog can make a tackle attempt as a bonus 
  action. If Maddog moves at least 10 feet in a straight line 
  immediately before taking this bonus action, they can 
  add +5 to the damage roll. 
  Sprinter Maddog can take the Dash action or Follow 
  action as a bonus action. 
  o Maddog, an avid knitter, creates cozies for his siegebats 
  o Maddog is the newest member of the Owlbearmen 
   
  Med. Humanoid   
  (elf), NE 
   
  “And that’s when I learned 
  there’s no such thing as having 
  too many spikes on your gear.” 
  12 (+1) 
  19 (+4) 
  13 (+1) 
  9 (-1) 
  14 (+2) 
  10 (+0) 
  HP 39 
  AC 15 
  Speed 30 ft. 
  Player Statistics 
  Skills Acrob. +6, Surv. +4 
   2 (450 XP) Challenge 
  Attacks 
  Siege Baton +8 to hit ― 8 (1d8 + 4) b. damage 
    Multiattack 2 
  Special 
  Slippery Cassie can move through enemy spaces as if 
  they were difficult terrain. 
  Striker Cassie has a +2 bonus on attacks against siegeballs 
  (included in the attack). 
  Switch-Up (1/Day) Cassie can switch places with another 
  creature within 5 feet of her. 
  o Cassie is a master of card tricks. 
  o Cassie’s younger brother plays for the Archons. 
   
  Sml. Humanoid   
  (halfling), NG 
   
  "I might be little, but get near 
  my ball and I’ll put you on      
  my level.” 
  10 (+0) 
  19 (+4) 
  14 (+2) 
  13 (+1) 
  8 (-1) 
  13 (+1) 
  HP 38 
  AC 16 
  Speed 25 ft. 
  Player Statistics 
  Skills Acrob. +6, Stealth +8 
   2 (450 XP) Challenge 
  Attacks 
  Siege Baton +6 to hit ― 6 (1d4 + 4) b. damage  
    Multiattack 2 (+1 as a bonus action) 
  Special 
  Slippery Gunther can move through enemy spaces as if 
  they were difficult terrain. 
  Sprinter Gunther can take the Dash action or Follow 
  action as a bonus action. 
  o Gunther is actually tall for a halfling. 
  o Gunther donates most of his earnings to orphanages. 
  o Gunther's best friend is named Tiny. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Med. Humanoid    
  (human), N 
   
  “Looking for an autograph? 
  There’s a line, you know.” 
  18 (+4) 
  14 (+2) 
  13 (+1) 
  9 (-1) 
  10 (+0) 
  17 (+3) 
  HP 53 
  AC 15 
  Speed 30 ft. 
  Player Statistics 
  Skills Ath. +6, Intim. +5 
   2 (450 XP) Challenge 
  Attacks 
  Siege Club +6 to hit ― 8 (1d8 + 4) b. damage Multiattack 2 
  Special 
  Showman (1/Turn) Dale can reroll an attack roll or ability 
  check. 
  Star Player (1/Day) Dale can take two actions and move 
  double her movement speed on her turn. 
  o Dale’s famous hair stands as tall as his entire head and is 
  yet only a tenth the size of his ego. 
  o Rumor has it that Dale is secretly a werewolf. Or a 
  wereboar or a werecat. Or maybe a werehouse? 
  o It is impossible to get Dale to speak at a normal 
  conversational volume. 
   
  Sml. Humanoid   
  (gnome), N 
   
  “I’m never living that down,    
  am I?” 
  8 (-1) 
  16 (+3) 
  14 (+2) 
  12 (+1) 
  10 (+0) 
  15 (+2) 
  HP 17 
  AC 15 
  Speed 25 ft. 
  Player Statistics 
  Skills Acrob. +3, Stealth +7 
   1 (200 XP) Challenge 
  Attacks 
  Siege Baton +5 to hit ― 5 (1d4 + 3) b. damage  
    Multiattack 2 
  Special 
  Blocker Poogie can take the Block action as a bonus 
  action. 
  Showman (3/Day) Poogie can reroll an attack roll or 
  ability check. 
  o Poogie's favorite color is purple, as evidenced by his 
  purple helmet and siege batons. 
  o Poogie owns a breath mint franchise. Belch Beautifully! 
  o Poogie was the lead singer in a gnomish band before 
  becoming a professional siegeball player. 
   
  Med. Humanoid   
  (human), NG 
   
  “I'm here to knock down your 
  tower, darling. Don't blink or 
  you'll miss it” 
  13 (+1) 
  18 (+4) 
  14 (+2) 
  9 (-1) 
  14 (+2) 
  14 (+2) 
  HP 22 
  AC 17 
  Speed 30 ft. 
  Player Statistics 
  Skills Stealth +6, Surv. +4 
   1 (200 XP) Challenge 
  Attacks 
  Siege Bat +6 to hit ― 8 (1d8 + 4) b. damage 
  Special 
  Showman (3/Day) Damia can reroll an attack roll or ability 
  check. 
  Sprinter Damia can take the Dash action or Follow action 
  as a bonus action. 
  o Damia is easy to recognize: she’s the only professional 
  siegeball player to wear red lipstick every game. 
  o Damia’s deal with Orc-a-Cola is exclusive and her 
  likeness is used in advertisements everywhere.  
   
  Med. Humanoid  
  (human), CN 
   
  “I cast Fist!” 
  17 (+3) 
  14 (+2) 
  18 (+4) 
  9 (-1) 
  10 (+0) 
  11 (+1) 
  HP 28 
  AC 14 
  Speed 30 ft. 
  Player Statistics 
  Skills Ath. +4, Intim. +3,  
   1/2 (100 XP) Challenge 
  Attacks 
  Siege Club +5 to hit ― 9 (1d12 + 3) b. damage 
  Special 
  Massive Hit (1/Day) Mr. Wizard deals maximum damage 
  with a damage roll. 
  Reckless Mr. Wizard has advantage on attack rolls, but 
  attacks targeting him also have advantage. 
  o Mr. Wizard is very clearly a powerful wizard, and not an 
  extremely angry barbarian with a weighted siege club. 
  o No one in their sound mind would suggest that. 
  o And if someone did suggest that, they’d be 
  bludgeoned to death with said weighted siege club. 
   
  Med. Humanoid   
  (dragonborn), CN 
   
  “I’d break your neck if it weren’t 
  for the sponsor. Still might if you 
  keep it up.” 
  17 (+3) 
  8 (-1) 
  13 (+1) 
  10 (+0) 
  12 (+1) 
  15 (+2) 
  HP 20 
  AC 18 
  Speed 30 ft. 
  Player Statistics 
  Skills Ath. +5, Persu. +4 
   1 (200 XP) Challenge 
  Attacks 
  Siege Club +7 to hit ― 14 (1d12 + 1d8 + 3) b. damage 
  Special 
  Blocker Dorvamir can take the Block action as a bonus 
  action. 
  Showman (3/Day) Dorvamir can reroll an attack roll or 
  ability check. 
  Strong Arm Dorvamir adds 1d8 to damage rolls with his 
  melee weapon attacks (included in the attack). 
  o Dorvamir is a dragonborn with red and black scales 
  o Dorvamir has been to prison several times for allegedly 
  acting as a thieves’ guild enforcer 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Med. Humanoid   
  (orc), CE 
   
  “Of course I hit him! He told me 
  they didn’t make siegeball clubs 
  bigger than this one.” 
  16 (+3) 
  12 (+1) 
  16 (+3) 
  7 (-2) 
  11 (+0) 
  10 (+0) 
  HP 15 
  AC 13 
  Speed 30 ft. 
  Player Statistics 
  Skills Intim. +2 
   
  Senses darkvision 60 ft. 
   1/2 (100 XP) Challenge 
  Attacks 
  Siege Club +7 to hit ― 9 (1d12 + 3) b. damage 
  Special 
  Massive Hit (1/Day). Yhag deals maximum damage with 
  a damage roll. 
  Sprinter. Yhag can the Dash action or Follow action as a 
  bonus action. 
  Striker. Yhag has a +2 bonus on attacks against siegeballs 
  (included in the attack) 
  o Yhag collects siegeball memorabilia. And stamps.  
   
   
  Med. Humanoid   
  (bugbear), CE 
   
  “It’s just ‘Bug’. Yeah, that’s my 
  whole name. What’s the matter 
  with that?” 
  15 (+2) 
  14 (+2) 
  13 (+1) 
  8 (-1) 
  11 (+0) 
  9 (-1) 
  HP 27 
  AC 16 
  Speed 30 ft. 
  Player Statistics 
  Skills Stealth +6, Surv. +2 
   
  Senses darkvision 60 ft. 
   1 (200 XP) Challenge 
  Attacks 
  Siege Bat +4 to hit ― 11 (2d8 + 2) b. damage 
  Special 
  Brute A melee weapon deals one extra die of its damage 
  when Bug hits with it (included in the attack). 
  Surprise Attack If Bug surprises a creature and hits it with 
  an attack on the first rounds of combat, it deals an extra 
  2d6 damage. 
  o It is not clear if Bug has ever taken a bath. The entire 
  concept seems utterly foreign to him. 
   
   
  Med. Humanoid   
  (hobgoblin), LE 
   
  “You know, not enough people 
  know the difference between a 
  goblin and a hobgoblin.” 
  13 (+1) 
  12 (+1) 
  12 (+1) 
  10 (+0) 
  10 (+0) 
  9 (-1) 
  HP 11 
  AC 18 
  Speed 30 ft. 
  Player Statistics 
  Senses darkvision 60 ft. 
   1/2 (100 XP) Challenge 
  Attacks 
  Siege Club +3 to hit ― 14 (1d12 + 2d6 + 1) b. damage 
  Special 
  Martial Advantage (1/Turn) Hog adds 7 (2d6) on a melee 
  weapon attack (included in the attack.) 
  Blocker Hog can take the Block action as a bonus action. 
  o Hog is very clearly a hobgoblin, but wears a human or 
  an orc disguise anyway. 
  o Hog doesn't understand sarcasm. Or idioms. 
  o Hog was one of the original members of the Pinkskins, 
  and actually drew the logo by hand using crayons.  
   
  Med. Humanoid    
  (orc chief), CE 
   
  “Hail to the chief, maggots. We 
  have a game to win.” 
  18 (+4) 
  12 (+1) 
  18 (+4) 
  11 (+0) 
  11 (+0) 
  16 (+3) 
  HP 93 
  AC 16 
  Speed 30 ft. 
  Player Statistics 
  Saving Throws Str +6, Con +6 
    Darkvision 60 ft. Senses 
  Skills Ath. +6, Intim. +5 
   4 (1,100 XP) Challenge 
  Attacks 
  Siege Club +6 to hit ― 15 (1d12 + 1d8 + 4) b. damage  
    Multiattack 2 
  Special 
  Fury Mazoga deals an extra 4 (1d8) when it hits with a 
  melee weapon attack (included in the attack.) 
  Star Player (1/Day) Mazoga can take two actions and 
  move double her movement speed on her turn. 
  Warcry (1/Day) As an action, Mazoga gives her allies 
  advantage on attack rolls until the start of her next turn. 
  o Mazoga is an orc war chief with a fanatical following. 
   
   
  Med. Humanoid   
  (orc), CE 
   
  “Come see The Boulder’s new 
  stage play, Tranmutationists 7!” 
  16 (+3) 
  12 (+1) 
  16 (+3) 
  7 (-2) 
  11 (+0) 
  10 (+0) 
  HP 15 
  AC 13 
  Speed 30 ft. 
  Player Statistics 
  Skills Intim. +2 
   
  Senses darkvision 60 ft. 
   1/2 (100 XP) Challenge 
  Attacks 
  Siege Club +7 to hit ― 9 (1d12 + 3) b. damage 
  Special 
  Showman (3/Day) The Boulder can reroll an attack roll or 
  ability check. 
  Sprinter. The Boulder can the Dash action or Follow action 
  as a bonus action. 
  Striker. The Boulder has a +2 bonus on attacks against 
  siegeballs (included in the attack) 
  o The Boulder has had a very successful career starring in 
  stage plays during the off-season. 
  o Though the Boulder looks muscular, it’s mostly for show. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  33 
  magehandpress.com 
   
   
  Arena owners love dramatic, dangerous games that draw in 
  large crowds and immense profits. Seedier arenas hardly 
  ever play conventional siegeball, provided that they can 
  keep coming up more popular and perilous variants.  
       Players, for their part, mostly tolerate these special big-
  headline games, since they also typically pay more for 
  participation. You can pick from or roll on the following 
  table (adding in a suitably exciting name like "Multiball 
  Madness" or "Tortoise Tower Terror!") to further spice up 
  your siegeball campaign: 
  d20 Game Twists 
  1 
  Some violent madman has adorned the walls and 
  towers of this arena with sawblades and short 
  spikes. The ball is too heavy to be affected by 
  them, but if a player contacts the walls or towers, 
  they take 1d6 piercing damage and 1d6 slashing 
  damage. 
  2 
  Chained to a sturdy post in the center of the arena 
  is a full-sized ogre. The ogre can move up to 5 feet 
  from the post and is completely uninterested in 
  the ball; its only concern is squashing players. 
  Both teams are given explicit orders not to kill the 
  beast; it's more expensive to catch ogres than it is 
  to replace siegeball players. 
  3 
  Magical sigils of acceleration adorn carefully-
  selected locations in this arena. Whenever the ball 
  moves across one of these sigils, it gains 2 
  momentum points. In other places, sigils of 
  leaping have been placed. Whenever a creature 
  moves over one of these sigils, they can leap up to 
  20 feet into the air, landing harmlessly. 
  4 
  Four random locations on the field contain 
  difficult to spot magical traps. When a creature 
  steps into a space containing a magic trap, they 
  take 2d6 force damage as they are blasted into the 
  air, landing prone. 
  5 
  For this game, the arena has been converted into 
  a lethal mix of a siegeball game and a firework 
  show for the audience. A vast number of 
  randomly-positioned mortars (or one specially 
  enchanted one) has been arranged in the center 
  of the field to rain large fireworks onto the field at 
  random. At the beginning of each round, 1d10 
  mortars launch fireworks into the air above 
  positions randomly determined by the GM. At the 
  beginning of the next round, these mortars fall 
  and new ones launch. Roll 1d4 for each firework in 
  the air; on a 4, the firework detonates harmlessly 
  in the air. Every other firework lands in its 
  predetermined space on the ground, exploding 
  with a brilliant display of color in 15-foot radius. 
  Each creature within the radius of an explosion 
  must make a DC 14 Dexterity saving throw or take 
  4d6 fire damage. Your team has been given fire-
  retardant gear and earplugs to mitigate the 
  damage and soften the deafening explosions. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  6 
  Though neither team is made aware of the 
  changes beforehand, the arena is dotted with 
  solid barriers rendered completely invisible 
  through illusion magic. Players will likely first 
  become aware of this when someone runs 
  headlong into an invisible wall. The crowd finds 
  this hilarious. 
  7 
  To begin the game, two balls (one red, one blue) 
  are placed at the center of the arena. Teams are 
  allowed to select one additional player prior to the 
  start of the game. However, both balls are 
  enchanted to periodically release a burst of 
  magical force. At the start of each round, one ball 
  bursts, and each creature within 5 feet of it must 
  make a DC 16 Dexterity saving throw or take 3d6 
  force damage, or half as much on a successful 
  save. The balls alternate burst cycles. 
  8 
  The arena's owner has enlisted the help of a 
  necromancer to include a war chariot, manned by 
  a skeleton charioteer. This chariot takes its own 
  turn in initiative to make wide, sweeping passes at 
  the ball, knocking the it indiscriminately around 
  the field (aiming for no objective in particular), 
  and running over any player near it. 
  9 
  To celebrate the holiday season, a field of 
  magically-conjured snow blankets the field. The 
  ball collects this snow as it moves, growing into 
  an ever-increasing snowball: keep track of the 
  number of momentum points the ball loses by 
  moving; the next time it hits an obstacle, player, 
  or tower, it deals that amount of additional 
  damage upon collision. 
  10 A trio of imps, named the Little Horns, invisibly 
  lurk around the field, interfering with the game to 
  Appendix: Game Twists 
  
  34 
  magehandpress.com 
   
   
  their own agenda. The Advocates win the game if 
  neither tower has fallen at the end of a fixed 
  duration. The imps have no qualms harming 
  players for audience entertainment. 
  11 
  Audience members been given magical ballots 
  which empower or disable players in the game. 
  They constantly change their votes, causing the 
  magical effects to swing from player to player. At 
  the beginning of each round, the votes are tallied, 
  and the player with the most votes is paralyzed 
  until the beginning of its next turn and the player 
  with the fewest is accelerated, as per the spell 
  haste. The GM can decide how the votes are cast 
  based upon showmanship and crowd favoritism, 
  or can roll for it randomly. 
  12 
  The ball has been replaced by a spiked, flaming 
  ball. This is a spiked ball that deals an additional 
  1d8 fire damage to any creature hit by it. 
  13 
  Both teams' towers are partially supported by a 
  magical sand that drains away like an hourglass 
  as the game progresses. At the beginning of each 
  round, both towers take 2 damage each. Towers 
  stop taking this damage when they have 10 or 
  fewer hit points remaining. 
  14 
  By some ludicrous magic, an animated stone 
  statue of an armadillo has been created to act as 
  the game's ball. Though it spends most of its time 
  rolled into a ball to protect itself from both teams' 
  relentless attacks, it rolls its own initiative (with a 
  +0 bonus) and takes its own turn. On its turn, it 
  moves 20 feet away from all the players. If it is hit 
  while running, it rolls back into a ball. 
  15 
  A powerful illusionist, who delights in nothing 
  more than putting on a spectacular show, 
  controls dozens of illusions in the arena 
  throughout the course of the game. This includes 
  illusory obstacles and illusory players, though to 
  further complicate matters, some new (real) 
  obstacles have been placed in the arena and, once 
  per turn, the illusionist can cause an illusory 
  player to become semi-real to attack the ball as a 
  normal player. 
  16 
  The ball has been replaced with a large, hollow 
  iron sphere of approximately the same weight. 
  Additionally, 5 rust monsters are released into the 
  released into the arena to chase after and 
  consume the ball. If the ball is corroded 5 times by 
  the rust monsters' antennae, it collapses into rust 
  and the game ends in a loss for both teams. 
  Players are ordered not to slay the monsters. 
  17 
  A line of animated statues brandishing massive 
  tower shields stand shoulder-to-shoulder and line 
  the outermost wall of the arena. At the beginning 
  of each round, the statues step 5 feet forward, 
  gradually squeezing the arena into a narrow 
  hallway. 
  18 
  Each team is permitted a single archer that must 
  perch atop their tower. This archer is not 
  permitted to fire at the opposing team's tower, 
  but may fire at players and even the ball. 
  Whenever a tower is hit, the archer must make a 
  Dexterity save (DC equals 8 + the damage taken 
  by the tower) or be knocked off the tower. The 
  archer must spend their next action climbing back 
  up the tower or to retire. 
  19 
  Each team's tower is built atop the backs of an 
  extremely large tortoise, which moves 5 feet in a 
  random direction at the beginning of each round. 
  A player can use its action to coax a giant tortoise 
  to move in a particular direction, but if a tortoise 
  takes any damage, it retreats into its shell and 
  remains motionless for 2 turns. 
  20 This annual game, called the Superb-Owl, has 
  some of the greatest pomp and circumstance 
  (and some of the most elaborate halftime shows) 
  of any siegeball game. The game itself involves 4 
  trained owlbears which join each team in the 
  game. Traditionally, one team wears owl masks, 
  and the other wears bear masks. The owlbears will 
  not attack one another, but will maul players on 
  the enemy team. 
   
   
   
   
   
  
   
   
  Producers 
  Ashran 
  Firebrand 
  Tyren Chessor 
  Star-Lord 
  Wright 
  Jesse Ott 
  Ryan Russell 
  S L Hall 
  Jack Missler 
  Joseph Blanc 
  John Hoffman 
  Fabhar 
  Grand Moff Xela 
  Ryan 
  Heckathorn 
  Dannika Aikens 
  TheNthMaou 
  Goobs 
  Evan Johnson 
  DoubtfulDouglas 
  Darion Nutter 
  Daniel Smith 
  Izaac Ward 
  Skye C Rider 
  Evan Volkert 
  Ken Beimler 
  Justin Forkner 
  Rasmi 
  Antonio Garcia 
  Stephen Grote 
  Tom Clark 
  wanderer 
  Mark Thompson 
  Derek Miranda 
  George Tolley 
  Joel Grote 
  RUNEHAMME
  R 
  Julien Therrien 
  Patrick Wheaton 
  Patrick Rooney 
  TrondKF 
  SixAughtFive 
  Zachary 
  Calderone 
  Justin Jönsson 
  Mike Litkewitsch 
  The Mage 
  Armory 
  The Palm of 
  Vecna 
  Sasquatch 
  Aidan Sandlant 
  James Belin 
  LeBallisticPoet 
  bolthawk 
  M. Maxwell 
  Matuszak 
  Brandon Martin 
  tyrell hayward 
  Kura Tenshi 
  Alexander 
  Garcia 
  Ariel Drissman 
  brandon johnson 
  Data Frag 
  JA 
  Wyrm_f00d 
  Charles Koeppel 
  Flynn Patrick 
  Harne 
  Robert Field 
  Dreydon Barber 
  Drew Hayes 
  Pandric 
  Daniel 
  Lamoureux 
  Matthew Atkins 
  LeoSaysNO 
  Joshua Cates 
  Garrett Lloyd 
  Joe Shine 
  Eddie Freeman 
  Spencer Houston 
  Guðmundur 
  Guðmundsson 
  Kurt C Yost 
  Zackary D 
  Szechenyi 
  Wes Decker 
  Shadistro 
  Patrick van der 
  Linde 
  Patrick Jackson
   
   
   
   
   
   
   
   
   
   
   
   
  Art Credits 
  Cover, Pgs. 1, 5, 9, 10, 13, 22 by Lucas Ferreira 
  Maps by Michael Holik  
  All other art is public domain, CC0. 
  
   
   
  License 
  This material is being released under the Open Gaming License.  
  OPEN GAME LICENSE Version 1.0a  
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights 
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  13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days 
  of becoming aware of the breach. All sublicenses shall survive the termination of this License.  
  14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to 
  make it enforceable. 15. COPYRIGHT NOTICE  
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.; 
  Siegeball Sourcebook Copyright 2018, Mage Hand Press; authors Michael Holik 
  END OF LICENSE 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Mage Hand Press/Siegeball/Siegeball Sourcebook.pdf