A Duelist is a close-combat specialist who wins through timing and reactions. They are defined by Tempo Dice—a resource spent on Techniques like Parry, Riposte, Trip, Disarm, Precision Strike, and gaining extra reactions. Duelists should feel untouchable, surgical, and punishing to sloppy enemies.
Hold a finesse line → bait attacks → Parry to deny damage or Riposte to punish misses → spend Tempo Dice to force openings (Trip/Disarm) → cash in with Exploit Opening bonus damage → maintain superior positioning with Perfect Footwork.
Tempo Dice are the Duelist’s stamina/precision budget.
The AI should track when Dice are spent and lean into reaction play as the Duelist’s primary identity.
Tempo Dice refresh on short rests, so Duelists can be consistently flashy.
Tempo Dice (Lv1): Pool starts small and grows; die size scales with level. Regained on short/long rest.
Techniques (Lv1):
Parry (Reaction): reduce damage by Tempo die + DEX mod.
Riposte (Reaction): when enemy misses, make an attack; add Tempo die to damage on hit.
Fencer’s Discipline (Lv1): +1 AC while wielding finesse melee weapon and no shield.
Expanded Techniques (Lv2+): Trip / Disarm / Precision Strike / Second Reaction.
Save DC = 8 + PB + DEX mod.
Extra Attack (Lv5): Two attacks on Attack action.
Reactive Specialist (Lv7): Chance not to spend the Tempo die when used as part of a reaction (AI should occasionally “get lucky,” but not every time).
Exploit Opening (Lv9): Once per turn, if target is prone, disarmed, or missed the Duelist recently, add one Tempo die roll as bonus damage (free).
Perfect Footwork (Lv11): Opportunity attacks against Duelist at disadvantage; Riposte hit allows a free 5 ft step.
Master Parry (Lv15): Parry to 0 damage enables free Riposte (1/short rest).
Untouchable (Lv20): Start combat regain 1 die; once/round Parry doesn’t cost a die.
Elegant, clockwork precision:
“Measure,” “tempo shift,” “steel whisper,” “wrist-flick,” “line and lunge,” “counter-time,” “perfect angle.”
Describe clicks of buckles, faint servo-bracelets, polished blades, and breath held on the strike.
Enemies should be tempted to swing at Duelists (so reactions matter).
Give Duelists “duel moments”: tight corridors, catwalks, balconies, and formal “honor” fights.
Reward clever use of Trip/Disarm and positioning, not brute force.