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The Duelist

Chapter illustration

Plays like: the Fighter (Battle Master) — a pure blademaster; no magic, all skill.

Identity: The Duelist is proof that a sword needs no Reaching to be terrifying. Where Order-casters bind the world and Chaos-casters bleed themselves for it, the Duelist has spent a lifetime turning footwork, timing, and steel into a language all its own — flowing between fighting Forms the way a caster flows between disciplines, spending nothing but skill. No Strain, no Fray, no flashing eyes: just a blade that is always exactly where it needs to be.

“You keep asking what discipline I hold. None. I hold the line, the guard, the opening — and I never miss it twice.” — Sael Adrenne, blade-mistress of the Precise Line


Quick build: High Dexterity, then Constitution; pick the Dueling fighting style and the Precise Line path for a classic riposte-and-rapier duelist, or Two-Weapon Fighting and Storm-of-Steel to come out swinging.

  • Hit Die: d10
  • Primary Ability: Strength or Dexterity (finesse)
  • Saving Throws: Dexterity, Constitution
  • Armor: Light and medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Skills: Choose 3 — Acrobatics, Athletics, Insight, Intimidation, Perception, Persuasion, Sleight of Hand, Stealth
  • Starting Equipment: A rapier or shortsword; a second finesse weapon or a shield; leather armor; two daggers; an explorer’s pack; unshaped Faith like any soul in Merretia — no Reaching required to lend it.

Many duelists eventually have a bonded focus stone set into their signature blade — the stone remembers the shape so they don’t have to Reach (see Chapter 9, Stone-Set Gear).


LevelProf. BonusFeaturesForm Points
1+2Fighting Style, Forms, Maneuvers (3 known)2
2+2Second Wind, Perfect Tempo2
3+2Path chosen3
4+2Ability Score Improvement3
5+3Extra Attack4
6+3Ability Score Improvement, Path feature4
7+3Maneuvers Known (4)5
8+3Ability Score Improvement5
9+4Uncanny Parry, Iron Composure6
10+4Path feature6
11+4Extra Attack (2), Flowing Forms7
12+4Ability Score Improvement7
13+5Maneuvers Known (5), maneuver die d88
14+5Ability Score Improvement, Path feature8
15+5Relentless Blade9
16+5Ability Score Improvement9
17+6Maneuvers Known (6), maneuver die d1010
18+6Blade Sense10
19+6Ability Score Improvement11
20+6Master of the Blade12

Fighting Style. At 1st level, choose Dueling, Two-Weapon Fighting, Defense, or Blind Fighting.

Forms. You know three base Forms and may switch between them freely as a bonus action (once per turn), holding one at a time:

  • Guard Form — +2 AC.
  • Aggressor Form — +2 to damage rolls with finesse or light weapons, −2 AC.
  • Evasive Form — +10 ft. speed; you can Disengage as a bonus action; advantage on Dexterity saves against being knocked prone or restrained.

Form Points & Maneuvers. Your maneuver die starts at d6 (d8 at 13th, d10 at 17th). You spend 1 Form Point to fuel a maneuver (unless noted otherwise); Form Points fully recover on a short or long rest, mirroring the body’s short recovery of Strain. You know 3 maneuvers at 1st level (4th at 7th, 5th at 13th, 6th at 17th), chosen from:

  • Riposte (reaction) — When a creature you can see hits you with a melee attack, spend 1 FP to make a melee attack against it; on a hit, add your maneuver die to the damage.
  • Disarming Strike (on hit) — Spend 1 FP; the target makes a Strength save (DC 8 + prof. + Str/Dex mod) or drops one item; add maneuver die to damage.
  • Precise Strike (before/after a roll) — Spend 1 FP to add your maneuver die to an attack roll.
  • Feint (bonus action) — Spend 1 FP; your next attack against a creature within 5 ft. before the end of your next turn has advantage.
  • Footwork (part of your move) — Spend 1 FP to move up to your speed without provoking opportunity attacks.
  • Trip Attack (on hit) — Spend 1 FP; target makes a Strength save or falls prone; add maneuver die to damage.
  • Goading Strike (on hit) — Spend 1 FP; target has disadvantage on attacks against anyone but you until the start of your next turn.

Second Wind (2nd) — Bonus action, once per short rest: regain 1d10 + Duelist level HP.

Perfect Tempo (2nd) — Once per short rest, you find the beat between your opponent’s heartbeats: take one additional action on your turn.

Extra Attack (5th, 11th) — Attack twice when you take the Attack action; three times at 11th.

Uncanny Parry (9th) — Reaction, no cost: when hit by an attack, halve the damage.

Iron Composure (9th) — The discipline that steadies a blade steadies everything else. When you fail a saving throw, you can spend 2 Form Points to reroll it; you must use the new roll. Once per round.

Flowing Forms (11th) — Once per turn, you can switch Forms without spending your bonus action; the change simply happens between one step and the next.

Relentless Blade (15th) — Regain 1 Form Point when you score a critical hit or reduce a creature to 0 HP.

Blade Sense (18th) — Advantage on initiative; you can’t be surprised while conscious.

Master of the Blade (20th, capstone) — The language of the blade has no more words to teach you. Once per turn when you hit with a weapon attack, use a maneuver for free (no FP cost) — every turn, no limit. While you are in a Form, you attack four times, instead of three, when you take the Attack action (eight on a Perfect Tempo turn, if your arm holds). You may also take a second reaction each round once per long rest.


Counterpunch and precision; wait for the opening, never miss it.

  • 3rd — Opening Guard: Guard Form grants +3 AC (not +2) for you, and your first Riposte each combat costs no Form Points.
  • 6th — Answering Steel: When your Riposte hits, move up to 5 ft. as part of the reaction without provoking.
  • 10th — Perfect Parry: When a creature misses you with a melee attack while in Guard Form, spend 1 FP (reaction) to make it take damage equal to your maneuver die + Dex modifier.
  • 14th — Untouchable: If you take no damage on a turn while in Guard Form, you have advantage on your first attack roll next turn.

Two blades, no pauses — overwhelm before they can answer.

  • 3rd — Twin Fangs: While in Aggressor Form dual-wielding, your off-hand attack adds your full ability modifier to damage.
  • 6th — Flurry: Once per turn, when your off-hand attack hits, spend 1 FP to make one additional weapon attack immediately.
  • 10th — Blood in the Water: In Aggressor Form, when you score a crit or drop a creature to 0 HP, immediately make one free weapon attack against a different creature in reach.
  • 14th — Whirlwind of Steel: Action, spend 3 FP: make one melee attack against each creature within 5 ft. of you.

Plant your feet. Let them break against you.

  • 3rd — Root and Wall: If you haven’t moved on your turn, gain +2 AC and advantage on Strength saves against being moved or knocked prone.
  • 6th — Bulwark’s Reach: Your reach for opportunity attacks and Riposte extends 5 ft., and you may Riposte on behalf of an ally within 5 ft.
  • 10th — Unmovable: You can’t be forcibly moved (by attack, shove, or Working) unless the effect also affects a creature two sizes larger; immune to being knocked prone while stationary.
  • 14th — Bastion’s Answer: When an enemy within 5 ft. hits an ally, spend 1 FP to make a melee attack against that enemy — no reaction cost.