The following rules can be used for tourney jousts:
Attacks: Each jouster wields a shield or great shield (+2 or +3 AC if proficient) and a lance (1d12, use Strength for attack and damage rolls). On each pass, each jouster rolls an attack with their lance.
Hits: If a jouster is hit, they must make a brace check (see below) with a DC equal to their opponents attack roll. On a failed check, they are unhorsed and lose the joust. No damage is dealt (unless the person is actively trying to kill his opponent or a natural 20 is rolled).
Brace check: A brace check is a Strength (Animal Handling) check.
Initiative: Attacks happen simultaneously, and it is possible for two jousters to unhorse each other.
Rules of the match: A jousting lance is destroyed when it hits. New lances are handed out and passes are repeated until one or both participants are unhorsed. Additionally, a limit may be set for lances broken; for example, the first jouster to break three lances (score three hits) wins if neither has been unhorsed.
Both Riders Unhorsed: If both riders are unhorsed (depending on the rules of the tourney) they may mount up again to ride or engage in sword combat on foot. Passes. On each pass, a jouster may attack normally, or choose one of the following maneuvers:
• Aggressive: +5 to attack, -5 to AC.
• Defensive: -5 to attack, +5 to AC. •
Braced: -5 to attack, +5 to Animal Handling.
• High in Saddle: +5 to attack, -5 to Animal Handling.
• Eyes Fixed: +5 to attack. If you are hit, roll a d20. On a 1, you lose your left eye if you have it, and on a 2, you lose your right eye if you have it. On a 3-4, you gain a Horrible Scar, and on a 5-10 you gain a Minor Scar.