
Metadata.Honor-bound and honest to the core, Duelists are often judges and referees for duels as well as devoted warriors. Duelists prize the honor of their family above any sort of personal gain and thus strive for excellence in everything that they do. A true Duelist wins the battle before it has begun. Strategy and personal perfection are the Duelist's way. If you are a Duelist, be calm, focused, well spoken and confident in yourself.
Restrictions
Warrior Benefits
Rank 1
You begin defying death.
If you are defying death, make an UNP feat save every time you would take damage. The DC of this save is equal to 6 plus the number of damage dice that would be dealt. If you succeed, you take no damage from that source. If you fail, you die.
While defying death, you also resist death and unconsciousness.
You challenge the target to advance and fight you. They may immediately Move towards you as a free reaction to this and begin dueling with you. If they choose not to or are unable to do so, then they are considered to have "forfeited" the duel (but are not considered to have "lost" it) and become lighted to you until the end of your next turn.
Creatures that are dueling each other are spiritually linked to each other in a state that's slightly out of phase with everyone else. This doesn't have any inherent mechanical effects in and of itself, but it implies a structure for how those creatures interact with each other and the world around them that may be interacted with by duel modifying effects or other abilities. The term "in a duel" is often used to refer to a creature that is dueling. This does not mean that the "duel" must have been started by Duel.
If a creature that is dueling becomes incapacitated then they are considered to have "lost" the duel. If a dueling creature incapacitates themselves, they are considered to have "forfeited" the duel which in turn also makes them count as "losing". If a dueling creature attacks a creature that they are not dueling, that is also considered to be "forfeiting". If a creature is ever the only one remaining in a given duel, the duel ends and they are considered to have "won" the duel.
Duels typically have a "range" of 30 feet. This means that if any creature that is dueling Moves more than 30 feet away from any other creature that they are dueling with, they are considered to have "forfeited" the duel.
The dueling state is not visible in the Material Realm, but there is a very slight tether that can be seen in the Ethereal Realm. There are no restrictions on what realm a duel can take place in, but all participants must be within the same realm. Any participant that leaves that realm is considered to have gone out of range and therefore "lost the duel".
If proficient: You may also make Move or make a single action Duelist ability as a free reaction to the target's decision and subsequent movement.
You are an expert peacekeeper. In addition, you gain Detect Lie.
Rank 2
You gain Active Bow Out and Reactive Bow Out.
Tea Ceremony is done in collaboration with up to 1 other creature (although they do not need to have Tea Ceremony). It requires willing and active participation from all targets. As part of Tea Ceremony, you must ask three questions about the alignment, motives, or intentions of the group. Each participant (including yourself) must individually answer these questions. The questions are asked one at a time, and each participant must answer before the next question is asked. If anyone refuses to answer truthfully, the Tea Ceremony fails and all participants are vulnerable to mana drain and mana drain is boosted against them for 24 hours. This occurs once everyone has answered the latest question or immediately if someone refuses to answer whatsoever. If the Tea Ceremony is successful, all participants are resistant to mana drain for 24 hours and suffer no negative effects of mana loss other than death and unconsciousness. Tea Ceremony can only be performed once per long rest.
If proficient: You may now target up to 2 × P creatures (including yourself) with Tea Ceremony. If fluent: You may now target up to 2 × F creatures (including yourself) with Tea Ceremony.
Rank 3
For ranks 3, 4, and 5, choose one combat ability and one support ability to gain at each rank.
Combat Abilities
The target leaves their duel and you enter in their place. This does not end the duel and the target is not considered to have "lost" or "forfeited". Any duel modifying effects remain in place.
While defying death, your weapon attacks are boosted and UB. When you stop defying death, you die and your body is ruined.
A ruined body is one that has been damaged beyond the point of normal healing or reviving. If a creature's body is ruined, then it must be reconstructed before the creature can be brought back from the dead. This is most often done through Summon the Dead.
Support Abilities
You may declare "fealty" 1 group or individual. You are said to have declared fealty to these individuals and members of these groups. They must accept your declaration of fealty and can revoke it at any time. You get bonuses while defending, fighting with, or doing a quest given by something or someone you have declared fealty to, you get various bonuses. They are as follows.
- Adept at Duel Swap with creatures you have declared fealty to.
- If you have Resolve Conflict, it is warded when used in defense of those you have declared fealty to, or when used in the interest of a quest given by them.
- Tea Ceremony is warded on those you have declared fealty to and costs one less MP per participant you've declared fealty to.
If proficient: You may declare "fealty" to up to P groups or individuals. If fluent: You may declare "fealty" to up to F groups or individuals.
Conduct this ritual as your death is Manifesting (you're about to pull from the Death Bag). Instead of pulling from the Death Bag once, you will pull twice with a total number of stones between the two pulls equal to the amount you would have pulled had you not used Hara-Kiri. You declare how many stones are in each group prior to pulling and then do both pulls from the Death Bag. The pulls are independent and you take the effects of both pulls. Add one black stone to each pull. You may not use Hara-Kiri if you would pull less than 3 stones from the Death Bag.