Training in the Duelist

The Duelist is not a soldier, nor a brawler. You are a blade in motion—a tactician of inches, a predator of single combat. You don’t fight in the chaos. You carve order into it, one foe at a time.

First Blood and Final Flourish

Duelists wear the lightest armor, but carry the heaviest threat. Their technique isn’t built around endurance, but dominance—fast, cutting engagements that end before retaliation is even considered. You move faster than reason, striking weak points, pressuring feints, and punishing hesitation with steel.

Every movement is part of a pattern designed to isolate the most dangerous target. You force one-on-one clashes even in group battles. Footwork, blade angle, and timing become your weapons long before your sword does.

Court of Blades

Duelists aren’t born—they’re chosen. Initiates train in dueling halls with mirrored floors and crimson sand, where fights are watched by silence and judged by the angle of the wound. You're taught how to duel not for honor—but for outcome. There are no points. There is only who still stands.

You practice tempo control: force an opponent to act, bait their instinct, then punish the result. You don’t just learn to strike—you learn when not to. And when the time comes, one perfect blow can end a battle that never began.

Doctrine of the Killing Step

A Duelist doesn’t retreat. You advance in lines the enemy cannot cross, not because of magic or armor, but because every foot closer brings them closer to death. You don’t block—you interrupt. You don’t dodge—you disappear. Your defense is your offense—elegant, inevitable, and sharp.

You don’t need the crowd to know you’ve won. The one you faced does.

  • Passive Abilities:
  • Fleet-Footed
    3000 gp 5
  • Quick Reflexes
    5000 gp 10
  • Ambusher’s Edge
    3000 gp 15
  • Grounded Step
    3000 gp 15
  • Killer’s Intent
    5000 gp 20
  • Steel Serenade
    10000 gp 25
  • Untouchable Edge
    5000 gp 30
  • Apex Predator
    10000 gp 35

  • Quick Abilities:
  • Duel’s Domain
    28

  • Attack Abilities:
  • Blade Feint
    500 gp 5
  • Wounding Jab
    4000 gp 8
  • Double Edge
    5000 gp 12
  • Unerring Blade
    5000 gp 16
  • Nerve Sever
    5000 gp 20
  • Swift Execution
    8000 gp 24
  • Finishing Lunge
    10000 gp 32
  • Death Spiral
    15000 gp 36

  • Free Abilities:
  • Precision Overdrive
    40

  • Opportunity Attack Abilities:
  • Parry Riposte
    2000 gp 5

  • Skill Tier 3:
  • Influence

d100
Mod
ADV/DIS
-or-

To access the dice log to keep track of your rolls

-or-

To edit characters or creatures.

Effect 1 Effect 2 Ambience Music

Item Information