Duelist
About this class
A precision combatant who dominates single combat through timing, technique, and flawless execution. The Duelist is not about raw damage or battlefield control. They excel when focused on one foe, turning discipline and elegance into lethal advantage.
Included subclasses
Domains
Blade
Grace
Starting stats
Hope feature
Class features
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Dueling Partner
You turn combat into a personal contest of skill and will. Target an adversary in Close range to challenge them to a duel and make a Presence Roll (11), on a success, that creature becomes your Dueling Partner until the end of the scene:
* While you have a Dueling Partner:
* You gain +2 Evasion against attacks made by that creature.
* You gain Spellcast trait +1 bonus to attack rolls against that creature.
* You may only have one Dueling Partner at a time.The duel ends if:
* You or the creature is defeated, or
* You choose to end it at the start of your turn.
Class items
- A dueling token taken from a bout that defined your reputation
- A personalized weapon kit, meticulously maintained and modified
Character questions
Background prompts
Connection prompts
Subclass cards
Printable via header menu
Gunslinger
Foundation
SPELLCAST TRAIT: Presence
Crossfire: When you hit with a weapon attack, you may Spend 1 Hope to follow it with a Crossfire attack, if you hit a creature with a Melee weapon attack, make a ranged weapon attack against a different creature within range. If you hit them with a ranged weapon attack, make a Melee weapon attack against a creature within Very Close range instead. The weapons each have the Paired feature with no range limit and damage bonus equal to your tier.
Signature Shots: When you make a ranged attack, Spend a Hope to apply a Signature Shot:
Displacement Shot: After a successful attack, push the target Close range in any direction.
Homing Shot: The attack ignores resistance and cover.
Gunslinger
Specialization
Deceptive Ballistics: You learn four additional Signature Shots:
Alluring Shot: The target must make a Reaction Roll (13), on a failure, the target is temporarily Charmed.
Binding Shot: The target is Restrained.
Scatter Shot: After a successful ranged Crossfire, choose additional creatures within Close range of the original target. They make a Reaction Roll (13), only on a failure, they take full damage from the Crossfire attack.
Smoke Shot: After a successful ranged Crossfire, create smoke covering Close range around the target. Creatures inside the cloud have disadvantage on attacks until your next spotlight.
Gunslinger
Mastery
Beguiling Wounds: On a successful melee weapon attack, that creature is temporarily Enraptured, and you may move them anywhere within Close range of you.
Killshot: When you defeat your Dueling Partner, you may make a Signature Shot at another target. You know the following Signature Shot:
Explosive Shot: Your ranged attack deals an extra d10. If an adversary is killed with your ranged weapon, deal half that damage to all targets within Very Close range of them.
Showblade
Foundation
SPELLCAST TRAIT: Agility
Knifeplay Prelude: One-handed Agility weapons you wield can be thrown within Far range and have the Returning or Stockpiled feature. When you hit a creature with a thrown weapon attack, the target gains 1 Bleed temporarily, and you may move Very Close range. Bleed stacks and lasts until the target clears a Hit Point.
At 3 Bleed, the creature becomes Vulnerable.
At 5 Bleed the target is permanently Lacerated. Whenever the creature moves, it must mark a Stress.
Veiled Footwork: When you would be hit by an attack, you make a contested Agility Reaction Roll. On a success, you avoid the attack entirely.
Showblade
Specialization
Artful Wound: When you hit a creature that already has Bleed, it gains +1 additional Bleed.
Festering Laceration: While a creature is Lacerated, it has disadvantage on Reaction rolls.
Relentless Pressure: Once per spotlight, when you hit an adversary that already has Bleed, deal damage to them equal to the number of Bleed stacks.
Showblade
Mastery
Final Cut: When you hit a creature that is Lacerated, Vulnerable, or your Dueling Partner, attack them again.
Flurry of Afterimages: When you succeed on Veiled Footwork, you may spend 1 Hope to move Very Close range, leaving behind an illusory afterimage in your space. Creatures within Very Close range of the illusion have disadvantage on attacks against you until your next spotlight.
Scarlet Finale: Whenever you hit a Lacerated creature, double their Bleed stacks.
Duelist
A precision combatant who dominates single combat through timing, technique, and flawless execution. The Duelist is not about raw damage or battlefield control. They excel when focused on one foe, turning discipline and elegance into lethal advantage.
Domains
Blade + Grace
Starting Evasion
14
Starting Hit Points
4
Class Items
- • A dueling token taken from a bout that defined your reputation
- • A personalized weapon kit, meticulously maintained and modified
Duelist’s Hope Feature
Parry : Spend 3 Hope to reduce any hit to minor damage. You may use Parry after damage is calculated.
Class Features
Dueling Partner
You turn combat into a personal contest of skill and will. Target an adversary in Close range to challenge them to a duel and make a Presence Roll (11), on a success, that creature becomes your Dueling Partner until the end of the scene: * While you have a Dueling Partner: * You gain +2 Evasion against attacks made by that creature. * You gain Spellcast trait +1 bonus to attack rolls against that creature. * You may only have one Dueling Partner at a time. The duel ends if: * You or the creature is defeated, or * You choose to end it at the start of your turn.
Duelist Subclasses
Choose either the Gunslinger or Showblade subclass.
Gunslinger
Play the Gunslinger if you want to control distance and tempo, weaving elegant shots and movement into a deadly one-on-one duel.
Spellcast Trait
Presence
Foundation Features
Crossfire: When you hit with a weapon attack, you may Spend 1 Hope to follow it with a Crossfire attack, if you hit a creature with a Melee weapon attack, make a ranged weapon attack against a different creature within range. If you hit them with a ranged weapon attack, make a Melee weapon attack against a creature within Very Close range instead. The weapons each have the Paired feature with no range limit and damage bonus equal to your tier.
Signature Shots: When you make a ranged attack, Spend a Hope to apply a Signature Shot:
Displacement Shot: After a successful attack, push the target Close range in any direction.
Homing Shot: The attack ignores resistance and cover.
Specialization Feature
Deceptive Ballistics: You learn four additional Signature Shots:
Alluring Shot: The target must make a Reaction Roll (13), on a failure, the target is temporarily Charmed.
Binding Shot: The target is Restrained.
Scatter Shot: After a successful ranged Crossfire, choose additional creatures within Close range of the original target. They make a Reaction Roll (13), only on a failure, they take full damage from the Crossfire attack.
Smoke Shot: After a successful ranged Crossfire, create smoke covering Close range around the target. Creatures inside the cloud have disadvantage on attacks until your next spotlight.
Mastery Feature
Beguiling Wounds: On a successful melee weapon attack, that creature is temporarily Enraptured, and you may move them anywhere within Close range of you.
Killshot: When you defeat your Dueling Partner, you may make a Signature Shot at another target. You know the following Signature Shot:
Explosive Shot: Your ranged attack deals an extra d10. If an adversary is killed with your ranged weapon, deal half that damage to all targets within Very Close range of them.
Showblade
Play the Showblade if you want to outmaneuver foes with blades, misdirection, and mounting pressure, winning duels through speed and precision rather than brute
Spellcast Trait
Agility
Foundation Features
Knifeplay Prelude: One-handed Agility weapons you wield can be thrown within Far range and have the Returning or Stockpiled feature. When you hit a creature with a thrown weapon attack, the target gains 1 Bleed temporarily, and you may move Very Close range. Bleed stacks and lasts until the target clears a Hit Point.
At 3 Bleed, the creature becomes Vulnerable.
At 5 Bleed the target is permanently Lacerated. Whenever the creature moves, it must mark a Stress.
Veiled Footwork: When you would be hit by an attack, you make a contested Agility Reaction Roll. On a success, you avoid the attack entirely.
Specialization Feature
Artful Wound: When you hit a creature that already has Bleed, it gains +1 additional Bleed.
Festering Laceration: While a creature is Lacerated, it has disadvantage on Reaction rolls.
Relentless Pressure: Once per spotlight, when you hit an adversary that already has Bleed, deal damage to them equal to the number of Bleed stacks.
Mastery Feature
Final Cut: When you hit a creature that is Lacerated, Vulnerable, or your Dueling Partner, attack them again.
Flurry of Afterimages: When you succeed on Veiled Footwork, you may spend 1 Hope to move Very Close range, leaving behind an illusory afterimage in your space. Creatures within Very Close range of the illusion have disadvantage on attacks against you until your next spotlight.
Scarlet Finale: Whenever you hit a Lacerated creature, double their Bleed stacks.
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Connections
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