5TDM Vision Statement
DDE Adentures is committed to bringing you unique twists on games we all know, to push the limits of what these systems can do for maximum intensity, creativity and excitement. It isn’t just about adding more new and shiny games to a now bountiful ecosystem; we strive to find the best parts of these games, highlight them, and make them better.
D&D Team Deathmatch, originally birthed from the battle grid focused 4th Edition, takes on the promise of an intense tactical option for 5th Edition. If you’re a power-gaming, min-maxing, overkill seeking player that wants to win at Dungeons & Dragons and be its ultimate champion, then this is the game for you.
Fifth Edition D&D Team Deathmatch (5TDM) is a high-energy system of player-versus-player combat using the 5th Edition Dungeons & Dragons rules. 5TDM is much more nuanced and challenging than simple one-on-one duels. It pits teams of low-level characters against each other to see who can out-maneuver their opponents and survive the longest by suffering the fewest numbers of deaths during an hour long match. It requires a deep understanding of the 5e D&D ruleset, strong teamwork and communication skills, and an unending thirst for blood.
Death is not the end in 5TDM. Dead (aka “Gibbed”) players respawn to come back in on their next turn to take revenge on their enemies and even the score. It is an unending struggle of violence and pain.
Respawn (basic): If you start your turn dead, dying or begin your first turn of the encounter; then you may regain all hit points and hit die, remove all failed death saves and conditions, refresh any abilities as if you had taken a short rest, and teleport to a respawn square (map specific). If the destination teleport square is occupied, that creature dies. If you were dying, you die before Respawning.
Each player’s turn lasts only one minute in real time. Focus is needed on everyone else’s turn so you can form a plan ahead of time in a constantly shifting tactical environment. Players who dilly-dally and waste time past the minute mark are punished for delaying the game.
Pre-made maps provide unique situations to afford players tactical opportunities to wreak havoc on other players, or gain boons for themselves and/or their allies. Maps may also have their own special rules, forcing players to develop a deeper level of strategy in order to take advantage of each map they expect to compete on.
Below you will find the rules for drafting a character and a few points on game-play. These are designed to provide a wide variety of possible builds while keeping hit points low enough to to keep the death counts high. Pay special attention to the first point on average HP.
13 Commandments of Character Creation
Dungeoneers start at 3rd Level using point buy stats. Take average Hit Points for all levels, including first. Example: a Rogue with 12 Constitution will have 5+1 + 5+1 + 5+1 = 18 hit points.
- Dungeoneers start at 3rd Level using point buy stats. Take average Hit Points for all levels, including first. Example: a Rogue with 12 Constitution will have 5+1 + 5+1 + 5+1 = 18 hit points.
- Dungeoneers receive one Feat for free, but must meet all requirements.
- Dungeoneers may choose any Race, including those supported in supplemental WotC published resources, and any variant in official books.
- Unearthed Arcana and other material in playtest may not be used for character creation.
- Dungeoneers begin with 500 gp. Dungeoneers must spend their own starting gold on equipment and may not pool resources with other dungeoneers. Ignore any free equipment from your background or class, and use only your starting gold.
- Wizards may use their gold to buy spells for their spellbook, and may swap out prepared spells between matches in a tournament. Spellbooks cannot change after the tournament begins.
- Dungeoneers may not buy potions, poisons, alchemical or other consumable items.
- Dungeoneers may not sell any free starting equipment.
- Spells: Players must have a printed reference of any spells able to be cast by their dungeoneer easily accessible at the table. Ignore all material spell component requirements.
- Players must have a figure that represents their character and any companions they have as closely as possible. Purposefully confusing figures are not allowed, as determined by the adjudicating Dungeon Master.
- Druid Wildshape: Players must have a printed reference of any animal shapes assumed easily accessible at the table. Players must provide a clear, visual means of differentiating when their dungeoneer is in animal or humanoid form.
- Druids can start the match with their wild shape active, but only in the first round.
- Ranger Animal Companions do not count towards total party deaths.
A turn is equal to 6 seconds, as per PHB. Effects with duration listed in minutes are assumed to last until the dungeoneer dies. Spells with a duration 1 hour or longer are assumed to last the entire match.
Distance: All maps are drawn in 5 ft. squares. Effect distances may be referred to in terms of number of squares.
Tournament play: Dungeoneers take a Long Rest between matches in a tournament. Spellcasters may choose new spells to prepare based on their predetermined options by class, or by their spellbook. Spellbook contents may not change between matches.
The following optional combat rules are included in 5TDM battles to encourage tactical play (DMG p. 251, 271-272):
- Shove Aside