Aether-Sphere Rules

Aether-Sphere Rules (D&D 5e)
Aether-Sphere is played in a massive spherical or cubical arena with "Floating Gravity." It is a fast-paced, high-stakes game that utilizes a character's physical prowess and magical aptitude.
The Setup
- The Court: A 120-foot long arena. Gravity shifts every 3 rounds (Roll 1d6: 1-2: Normal, 3-4: Low, 5-6: Zero).
- The Conduits: Two glowing rings (10ft diameter) at opposite ends of the court, 30 feet above the floor.
- The Sphere: A 50lb orb that floats 5 feet off the ground when not held.
Positions
Teams typically consist of 5 players, though variations exist.
- Striker (2): High mobility and damage. Specializes in "Shooting" and "Dribbling."
- Weaver (2): Casters and controllers. Specializes in "Channeling" and "Passing."
- Bastion (1): High AC and HP. Specializes in "Blocking" and "Tackling."
Game Actions
During a match, players use their standard 5e Action Economy, but with sport-specific options:
Movement
- Fly (Low/Zero Gravity only): A player's walking speed becomes their flying speed. In Zero-G, movement must be in a straight line unless they have a surface to push off from.
Actions
- Pass: Make a Dexterity (Athletics) or Intelligence (Arcana) check vs. the DC of the distance (10ft per DC 5).
- Shoot: Make a Strength (Athletics) or Spellcasting Ability check against the Bastion's AC or a fixed DC (usually 15) to score in the Conduit.
- Tackle: Make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics). On a success, the target is knocked prone and drops the Sphere.
- Intercept: As a Reaction when the Sphere passes within 5 feet, make a Dexterity (Acrobatics) or Sleight of Hand check to catch it.
- Channel (Casters only): Spend a spell slot to imbue the Sphere with energy. For each level of the slot, add +2 to the next "Shoot" or "Pass" check made with that Sphere.
The Sphere's Charge
The Sphere has 3 Charge Levels: Stable, Surging, and Redlined.
- Stable: Normal behavior.
- Surging: (Triggered after 3 successful passes). The Sphere glows brightly. Shooting checks have Advantage.
- Redlined: (Triggered after 5 successful passes or a 5th level spell slot). The Sphere is volatile. Anyone holding it takes 1d6 force damage at the start of their turn. If it scores, it counts as 3 points.
Scoring and Fouls
- Goal: 1 point (3 if Redlined).
- Fouls: Using lethal spells (Fireball, Finger of Death) is a foul. Using non-lethal magic (Hold Person, Grease, Fog Cloud) is perfectly legal and encouraged.
- The Penalty Box: A player who commits a "Lethal Foul" is banished to a demiplane for 2 rounds.