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 Samurai's way. If you are a Duelist be calm, focused, well spoken and confident in yourself.
Rank 1
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".
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 are an expert peacekeeper. In addition, you gain Detect Lie.
Rank 2
Target weapon becomes AV0.
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.
Rank 3
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.