Attribute improvement: This ability sets your INT score to a minimum of -2.
You move on a distance up to your movement speed on the ground. If you have a fly speed or swim speed then you may move in the air or in water accordingly. This movement doesn't trigger reactive abilities.
Feat save improvement: This ability gives fluency in MOV feat saves.
You become hidden. As you do this, you may roll 1d20 + SNK. If this is greater than your passive sneak (10 + SNK), then you use it as your hidden DC. If not, use your passive sneak.
When you are hidden, you cannot be seen. This condition is always associated with some hidden DC it takes to see you. Unless otherwise noted, it's your passive sneak (10 + SNK). Other creatures will only be able to see you (or know that you're there) if they use some relevant ability that lets them do so, if their passive perception (10 + PER) is greater than your hidden DC, or if enabled to by some other effect. In most cases, a creature trying to see you will have some check which must pass your hidden DC.
While hidden, if someone knows where you are but is unable to see you, any attacks they make against you are done with disadvantage. Similarly, any attacks you make against someone that can't see you are done with advantage. Attacking causes you to no longer be hidden.
While hidden, you must not Move faster than your hidden speed. Any other movement effects require a DC 15 SNK feat save to remain hidden.
If proficient: Instead roll 1d20 + SNK + P for your hidden DC (if it's greater than your passive sneak). If fluent: Instead roll 1d20 + SNK + F for your hidden DC (if it's greater than your passive sneak). Attribute improvement: This ability sets your SNK score to a minimum of 2. Feat save improvement: This ability gives proficiency in SNK feat saves.
You vertically leap at quarter speed and horizontally leap at half speed.
If proficient: You instead vertically leap at half speed and horizontally leap at full speed.
You cannot use items in your hands.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
Attribute improvement: This ability sets your STR score to a minimum of -2.
You have Swimming and Diving but have no walk speed.
You swim at full speed.
You no longer have to stay on the surface of water while Swimming.
You and the target begin dueling each other.
Creatures that are dueling with each other are in a liminal space between the Material and Ethereal Realms. This place is most often called the "Duel Space". While dueling, the creatures cannot get more than 30 feet apart nor interact with anyone but each other and creatures that are not dueling cannot interact with ones that are. Dueling always occurs between two or more creatures. There can be multiple groups of dueling creatures on the battlefield at the same time, but those groups cannot interact with each other. Creatures can only interact with those that they specifically are dueling with.
A dueling creature that becomes incapacitated has "lost the duel" and returns to the Material Realm. This ends the dueling condition. If there is only one creature remaining, then they choose whether to return to the realm they were in prior to dueling or to the Material Realm.
Any Dueling creature may use Leave Duel to attempt to stop Dueling. In this case, they count as "losing" and return to the Material Realm.
Some effects, such as Ninja Duel, may alter the rules that Dueling operates under. These could apply either when Dueling begins or while it is already underway.
If proficient: You may also make Move or make a single action Duelist ability as a free reaction.
You swim at full speed.